TW201023951A - Game device, method for selecting object, information recording medium, and program - Google Patents

Game device, method for selecting object, information recording medium, and program Download PDF

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Publication number
TW201023951A
TW201023951A TW098129738A TW98129738A TW201023951A TW 201023951 A TW201023951 A TW 201023951A TW 098129738 A TW098129738 A TW 098129738A TW 98129738 A TW98129738 A TW 98129738A TW 201023951 A TW201023951 A TW 201023951A
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Taiwan
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controller
unit
objects
image
game device
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TW098129738A
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Chinese (zh)
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TWI396577B (en
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Katsuya Shimazaki
Hirotaka Ishikawa
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Konami Digital Entertainment
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/017Gesture based interaction, e.g. based on a set of recognized hand gestures
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/0304Detection arrangements using opto-electronic means
    • G06F3/0325Detection arrangements using opto-electronic means using a plurality of light emitters or reflectors or a plurality of detectors forming a reference frame from which to derive the orientation of the object, e.g. by triangulation or on the basis of reference deformation in the picked up image
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0346Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04842Selection of displayed objects or displayed text elements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8094Unusual game types, e.g. virtual cooking

Abstract

The present invention is directed to providing a game device (300) and the like, in which an object, etc. are operated by a controller pointing at a display device, in such a way that a player can readily perform operation for selecting a displayed object. Based on location information acquired from a location information acquiring unit (310), a target region calculating unit (371) calculates a target region which is on the display screen and indicated by the controller. When decision that B button of the controller has been pressed is made based on button operation information acquired from an operation information acquiring unit (320), a candidate object selecting unit (372) selects Mahjong tile objects in the target region as candidate objects. When candidate objects are selected and the controller is moved by the player, an object determining unit (373) determines, from among the candidate objects, a Mahjong tile object set according to the direction toward which the controller is moved.

Description

201023951 六、發明說明: 【發明所屬之技術領域】 本發明係關於一種在藉由指向表示裝置之控制器來操 •作物件之遊戲裝置中,使遊戲者(玩家)能夠更容易地進行 、所表示的物件的選擇操作之遊戲裝置、物件選擇方法資 訊記錄媒體以及程式。 φ 【先前技術】 從前,已知有一種能夠玩麻將或卡片遊戲(撲克牌或花 扎(hanafuda))之遊戲裝置(電視遊戲裝置等)(> 在這樣的遊戲 裝置中,遊戲者係由所表示的手牌或手扎當中選擇任意 的牌並且捨棄至場上。 具體來說,在用以實行麻將遊戲之家庭用遊戲裝置 中,係使用控制器的方向鍵或決定按鈕等來進行捨牌操作 φ (打牌操作)。作為一例,用以由手牌中選擇捨牌之游標 (cursor) ’係可對應於方向鍵的按下而移動,並在移動至遊 戲者想要的牌之後,藉由按下決定按鈕來進行捨牌操作。 作為這樣的遊戲裝置的先前技術,已經揭露有一種在 遊戲者決定捨牌之際,能夠盡量防止誤操作所造成的失誤 (miss)之項目決定裝置之發明(例如,參照專利文獻1)。 [先前技術文獻] (專利文獻) 專利文獻1:曰本特開2007-97669號公報(第16-28 3 201023951 頁,第3圖) 【發明内容】 [發明所欲解決的問題] •最近開始販賣的在控制器上具有特徵之新型的遊戲裝 •置,係廣受歡迎。 這個新型的遊戲裝置’係使用新構想的控制器而能夠 ® 進行直覺的操作。例如,遊戲者可單手拿著新構想的控制 器,藉由指向畫面來進行瞄準,而得到能夠針對遊戲中的 物件進行直接指定等之機能。 然而’在這樣的新型的遊戲裝置上實行麻將遊戲或卡 片遊戲之場合,卻大多仍使用習知的控制器。也就是說, 係將習知的控制器連接至遊戲裝置以取代新構想的控制 器,並如上述,藉由按下方向鍵以將游標移動至想要的牌 籲(札)並按下決定按鈕等,來進行捨牌(札)操作。 又’也有直接使用新構想的控制器之場合,但是現況 部疋,即便在這種場合也僅會使用到與習知的控制器相同 的機能,而無法充分活用新構想的控制器的機能。 其理由’係在使用新構想的控制器的機能來進行捨牌 (札)操作之場合,預料到將產生以下的問題。 也就是說’使用新構想的控制器來瞄準遊戲晝面上的 牌(札)來進行直接指定,則必須考慮到要正確瞄準至想要 4 201023951 的牌(札)所遭遇到的操作困難。 也就是說,因為遊戲畫面上的手牌(手札),係以較巧 的牌(札)來進行排列,所以可能產生難以瞄準到目的牌(札) 或者即便瞄準到也會因為手的晃動等而使瞄準移動至其他 牌(札)等狀況。這樣的狀況,不僅妨礙到舒適的操作也 容易產生誤操作(誤選擇)’所以有造成遊戲自身的有趣度 下降之疑慮。 因此,想要一種在玩麻將遊戲或卡片遊戲之際,遊戲 者也能夠活用新構想的控制器的機能,同時又能夠容易地 進行捨牌(札)操作等之技術。201023951 6. TECHNOLOGICAL FIELD OF THE INVENTION The present invention relates to a game device that operates a crop device by a controller that points to a pointing device, thereby enabling a player (player) to perform more easily. A game device, an object selection method, an information recording medium, and a program for selecting an object to be operated. φ [Prior Art] There has been known a game device (a video game device, etc.) capable of playing mahjong or a card game (playing cards or hanafuda) (> in such a game device, the player is Select any card among the hands or hands that are displayed and discard them on the field. Specifically, in the home game device for practicing mahjong games, the controller uses the direction keys or decision buttons to perform the card check. Operation φ (playing operation). As an example, a cursor for selecting a playing card from a hand may be moved corresponding to the pressing of the direction key, and after moving to the card desired by the player, by As a prior art of such a game device, an invention of an item determining device capable of preventing mistakes caused by erroneous operations when the player decides to play cards has been disclosed (for example, Refer to Patent Document 1). [Prior Art Document] (Patent Document) Patent Document 1: JP-A-2007-97669 (page 16-28 3 201023951, page 3) [Contents of the invention] [The problem to be solved by the invention] • The new type of game equipment that has been featured on the controller that has recently been sold is popular. This new type of game device is capable of using a newly conceived controller. ® Intuitive operation. For example, the player can hold the newly-conceived controller with one hand and aim at the screen to obtain the ability to directly specify the objects in the game. Where a mahjong game or a card game is implemented on a game device, most of the conventional controllers are still used. That is, a conventional controller is connected to the game device to replace the newly conceived controller, and as described above, By pressing the arrow keys to move the cursor to the desired card call (saw) and pressing the decision button, etc., the card is played (slave). Also, there is a case where the controller of the new concept is directly used, but the current situation is Oh, even in this case, only the same functions as the conventional controllers can be used, and the functions of the newly conceived controller cannot be fully utilized. 'When the function of the controller of the new concept is used for the operation of the card (s), it is expected that the following problems will occur. That is to say, 'Use the newly conceived controller to aim at the card on the game surface (Zha) To make a direct assignment, you must consider the difficulty of correctly targeting the card (Zha) that you want 4 201023951. That is, because the hand (hands) on the game screen is a smart card. (Zh) is arranged to be arranged, so it may be difficult to aim at the destination card (Zha) or to move the aim to another card (Zh) due to the shaking of the hand even if aiming. This situation not only hinders comfort. The operation is also prone to misuse (mistaken selection), so there is a concern that the game itself is less interesting. Therefore, if you want to play a mahjong game or a card game, the player can also use the function of the newly conceived controller. At the same time, it is easy to carry out the technique of the card (single) operation.

[解決問題之技術手段] 關於本發明的第![Technical means for solving the problem] Regarding the present invention!

係以含有表示控制部、 ,係使用指向表示 部之方式加以構成。 意的物件來進行操作之遊戲裝置, 瞄準領域偵測部、選定部、及決定 係將複數個物件(例如,牌或札) 手牌或手札)表示在表示畫面 ’係偵測由控制器所指示的表 首先’表示控制部,係蜗 所排列的排列影像(例如,手】 上。再者,瞄準領域偵測部, 5 201023951 八晝面上的瞄準領域。選定部係基於所偵測到的瞄準領 域,由所表示的排列影像當中,選定複數個候補物件。然 後決定部,係對應於控制器的指向或姿勢的改變(例如, 控制器所揮動的方向),由所選定的候補物件當中決定物 件。 也就是說,因為最初係以某個程度的廣大範圍的晦準 領域來較物件’所以在使用控制器來料想要的物件之 際,並不需要過高的精確度,使得即便是不熟練的遊戲者 也能夠簡單地瞄準。 接著,由所選定的物件當中來決定想要的物件之際, 因為只要對歧其配置(排列)來改變控制器的指向或姿勢 p可(例如’只要揮動即可),所以能夠以直覺且自然的操 作方式來決定想要的物件。 $I使遊戲者能夠更容易地進行所表示的物件 的選擇操作。 關於本發明的第2觀點的遊戲裝置,係由遊戲者拿著 具有預定的感測器之控制器、且該遊戲者將該控制器指向 表不晝面,指定任意的物件來作命令處理之遊戲裝置,係 以含有表示控制部、瞄準領域偵測部、選定部、移動方向 偵測部、及決定部之方式加以構成。 首先,表示控制部,係將可能會作為指定對象之複數 個物件(例如’牌或札)所鄰接排列的排列影像(例如,手牌 6 201023951 或手札)表示在表示畫面上。再者,猫準領域偵測部,係基 於控制器的位置及前端的指向’來偵測由控制器所指示的 表示晝面上的瞄準領域。選定部,係基於所表示的排列影 像與所偵測到的瞄準領域之位置關係,由排列影像當中選 定複數個候補物件。移動方向偵測部’係取得感測器所供 給的資訊,來偵測控制器的移動方向(例如,控制器的揮動 方向)。然後’決定部’係在候補物件已被選定之狀態,由 ® 候補物件中,決定對應於所偵測到的移動方向而規定的牌 物件。 也就是說,因為最初係以某個程度的廣大範圍的瞄準 領域來選定物件,所以在使用控制器來瞄準想要的物件之 際’並不需要過高的精確度,使得即便是不熟練的遊戲者 也能夠簡單地瞄準。 接著’由所選定的物件當中來決定想要的物件之際, 因為只要對應於其配置(排列)來改變控制器的指向或姿勢 即可(例如,只要揮動即可),所以能夠以直覺且自然的操 作方式來決定想要的物件。 14個結果’使遊戲者能夠更容易地進行所表示的物件 的選擇操作。 控制器’係配置有預定的按鈕;選定部,係能夠將在 該按鈕被按下的時點之該瞄準領域所屬的該排列影像中的 複數個物件,選定為候補物件。 7 201023951 也就是說’藉由在遊戲者按下控制器的預定按鈕之際 來選定候補物件’遊戲者能夠指定選定的時機。 ^個、D果’使遊戲者能夠一邊看著表示畫面上的晦準 領域,一邊更直覺地選定候補物件。 瞄準領域偵測部,也能夠在每個規定時間,依序偵測 該瞄準領域,選定部,也能夠在所依序偵測的該瞄準領域 的表不影像上的位置被保持不動經過一定時間,則將該瞄 ®準領域所包含的該排列影像的複數個物件,選定為候補物 件。 也就是說,因為遊戲者只要以某個程度的廣大的瞄準 領域來瞄準物件並且保持不動即可,所以即便是控制器的 操作不熟練的遊戲者也能夠比較容易地瞄準。 這個結果’使遊戲者能夠更容易地進行所表示的物件 的選擇操作。 w 表示控制部,係也能夠將所選定的各個該候補物件的 放大影像’對應於該排列影像來進行表示;決定部,係也 能夠對應於所表示的該放大影像中的各個該等候補物件的 排列、與該控制器的指向的改變方向之關係,由該等候補 物件當中來決定物件》 也就是說,遊戲者係瞄準以比較大的方式所表示的候 補物件’因而不會有因為手的晃動而使瞄準移動至其他物 件之狀況。It is configured to include a control unit and a pointing display unit. The game device for the operation of the object, the aiming area detection unit, the selection unit, and the decision system indicate that a plurality of objects (for example, cards or slaps) are displayed on the display screen. The table of instructions first indicates the control unit, which is arranged on the array of images (for example, the hand). In addition, the aiming area detection unit, 5 201023951, the aiming area on the gossip. The selected department is based on the detected In the aiming field, among the arranged images, a plurality of candidate objects are selected. Then, the decision portion corresponds to a change in the pointing or posture of the controller (for example, the direction in which the controller is swiping), and the selected candidate object is selected. In this case, the object is determined. That is, because the object is originally compared to a certain range of a certain range of objects, so when using the controller to feed the desired object, it does not need to be too precise, so that even It is an unskilled gamer who can also simply aim. Next, when the desired object is determined by the selected object, as long as it is mismatched ( Columns) to change the direction or posture of the controller p (for example, 'just swipe'), so you can determine the desired object in an intuitive and natural way. $I makes it easier for the player to represent In the game device according to the second aspect of the present invention, the player holds a controller having a predetermined sensor, and the player points the controller to the surface to specify an arbitrary object. The game device for command processing is configured to include a control unit, a sighting area detecting unit, a selecting unit, a moving direction detecting unit, and a determining unit. First, the control unit may be designated as a designated unit. A plurality of objects (for example, 'cards or slaps') arranged adjacent to each other (for example, a hand 6 201023951 or a handwritten note) are displayed on the display screen. Further, the cat-based field detection unit is based on the position of the controller. And the front end pointing 'to detect the aiming area indicated by the controller on the face. The selected part is based on the displayed image and the detected aim The positional relationship of the field, the plurality of candidate objects are selected from the arranged images. The moving direction detecting unit takes information provided by the sensor to detect the moving direction of the controller (for example, the direction of the controller). The 'Decision Department' determines the card object specified by the ® candidate object in the state in which the candidate object has been selected. That is, because the initial range is a certain extent The aiming area is to select objects, so when using the controller to aim at the desired object, 'does not need to be too precise, so even an unskilled player can simply aim. Then' is selected When the object is determined by the object, it is only necessary to change the orientation or posture of the controller corresponding to its configuration (arrangement) (for example, as long as it is swung), so it can be determined intuitively and naturally. The object you want. The 14 results' enable the player to more easily perform the selection operation of the displayed object. The controller is configured with a predetermined button; the selected portion is capable of selecting a plurality of objects in the array image to which the aiming field belongs when the button is pressed, as a candidate object. 7 201023951 That is to say, 'the candidate object is selected by the player pressing the predetermined button of the controller'. The player can specify the timing of the selection. The ^, D fruit' enables the player to more intuitively select the candidate object while looking at the field of view on the screen. The aiming area detecting unit can also detect the aiming field in sequence at each predetermined time, and the selected part can also be kept in a position on the surface of the aiming area that is sequentially detected after a certain period of time. Then, a plurality of objects of the array image included in the aiming field are selected as candidate objects. That is to say, since the player can aim at the object with a certain degree of aiming area and keep it still, even a player who is not skilled in the operation of the controller can aim relatively easily. This result ' enables the player to more easily perform the selection operation of the object being represented. w denotes a control unit that can display the enlarged image ' of each of the selected candidate objects corresponding to the array image; and the determination unit can also correspond to each of the waiting objects in the enlarged image that is displayed The relationship between the arrangement and the direction of change of the pointing of the controller, the object is determined by the waiting for the complement. That is to say, the player is aiming at the candidate object represented in a relatively large way. The shaking causes the aiming to move to other objects.

S 201023951 這個結果,因為難以產生誤操作(誤選擇),所以不會 有因為選擇操作而造成遊戲自身的有趣度下降之狀況。 ❹S 201023951 As a result, since it is difficult to cause an erroneous operation (false selection), there is no situation in which the fun of the game itself is degraded due to the selection operation. ❹

關於本發明的第3㈣的物件選擇方法,係在使用指 向表示裝置之控制器以指^任意的物件來進行操作之遊戲 裝置中的物件選擇方法’係以含有表示步驟、晦準領域補 測步驟、選定步驟、以及決定步驟之方式所構成,且該遊 戲裝置係具有控制器單元,該控制器單元係含有瞄準領域 债測部、選定部、決定部、表示控制部、及控制器。 首先,於表示步驟,表示控制部係將複數個物件(例 如,牌或札)所排列的排列影像(例如,手牌或手札)表示在 表不晝面上。再者,於瞄準領域偵測步驟,瞄準領域偵測 部係使用控制器單元來偵測由控制器所指示的表示畫面上 的猫準領域。於選定步驟,選定部係基於所偵測到的瞄準 領域’由所表示的排列影像當中,選定複數個候補物件。 然後’於決定步驟,決定部係對應於控制器的指向或姿勢 的改變(例如’控制器的揮動方向),由所選定的候補物件 當中決定物件。 也就是說’因為最初係以某個程度的廣大範圍的瞄準 領域來選定物件’所以在使用控制器來瞄準想要的物件之 際’並不需要過高的精確度,使得即便是不熟練的遊戲者 也能夠簡單地瞄準。 接著’由所選定的物件當中來決定想要的物件之際, 201023951 因為只要對應於其配置(排列)來改變控制器的指向或姿勢 即可(例如,只要揮動即可),所以能夠以直覺且自然的操 作方式來決定想要的物件。 這個結果,使遊戲者能夠更容易地進行所表示的物件 的選擇操作。 本發明的第4觀點的程式’係以使電腦(包含電子 •機器)得以發揮上述遊戲裝置的機能之方式加以構成。 运個程式’係可記錄在光碟、可撓性碟片、硬碟、光 磁碟、數位視訊光碟、磁帶、半導體記憶體等電腦可讀取 的資訊記錄媒體。 上述程式,係可獨立於用於實行該程式的電腦而可 透過電腦通訊網路進行分配、販賣。 幵有,上述資訊記錄 媒體,係可獨立於該電腦,而進行分配、販賣。 [功效] 若依照本發明,係針對藉由 ^ ^ , 相同表不裝置之控制器來 刼作物件等之遊戲裝置,能夠提 來 -杈供種適合的遊戲裝置、 物件選擇方法、資訊記錄媒體以及 ^ a y 程式’使遊戲者能夠更 易地進行所表示的物件的選擇操 【實施方式】 解, 以下說明本發明的實施形態。以下 係以遊戲裝置來說明本發明所適用 ’雖然為了容易理 的實施形態,但是 201023951The object selection method according to the third aspect of the present invention is directed to the object selection method in the game device which is operated by using a controller pointing to the display device to operate on an arbitrary object. The game device includes a controller unit, and the controller unit includes a targeting area debt detecting unit, a selecting unit, a determining unit, a display control unit, and a controller. First, in the presentation step, the control unit indicates that an arrangement image (e.g., a hand or a handwriting) in which a plurality of objects (e.g., cards or slaps) are arranged is displayed on the face. Furthermore, in the aiming field detection step, the aiming field detection department uses the controller unit to detect the cat field on the representation screen indicated by the controller. In the selection step, the selected portion selects a plurality of candidate objects from among the displayed images based on the detected aiming field. Then, in the decision step, the decision department corresponds to a change in the pointing or posture of the controller (e.g., the direction of the controller's swing), and the selected candidate object determines the object. In other words, 'because the object was selected in a wide range of aiming fields at a certain level, so when using the controller to aim at the desired object', it does not require too high precision, making it even unskilled. The player can also simply aim. Then, 'when the selected object is determined by the selected object, 201023951 can change the orientation or posture of the controller as long as it corresponds to its configuration (arrangement) (for example, just swipe), so it can be intuitive And the natural way of operation to determine the desired object. This result makes it easier for the player to perform the selection operation of the object being represented. The program of the fourth aspect of the present invention is configured such that a computer (including an electronic device) can function as the game device. The program can be recorded on a computer-readable information recording medium such as a compact disc, a flexible disc, a hard disc, a magnetic disc, a digital video disc, a magnetic tape, or a semiconductor memory. The above program can be distributed and sold through a computer communication network independently of the computer used to implement the program. The above information recording media can be distributed and sold independently of the computer. [Effect] According to the present invention, it is possible to provide a game device such as a crop piece by a controller of the same device, and to provide a suitable game device, object selection method, and information recording medium. And the "ay program" enables the player to more easily perform the selection operation of the object to be described. [Embodiment] An embodiment of the present invention will be described below. Hereinafter, the present invention will be described with reference to a game device. Although it is an easy-to-understand embodiment, 201023951

[實施例1] 第1圖絲示關於本發明的實施形態的軸裝置被實 ❹現的典型的資訊處理裝置的概要構成之概略 參照本圖進行說明。 圖。以下,係 資訊處理裝i 100,係具備CPU(中央處理單元)101、 ROM(唯讀記憶體)102、RAM(隨機存取記憶體)1〇3、介面 104、控制器單元105、外部記憶體1〇6、DVD(數位多功能 光碟)-ROM驅動器107、影像處理部1〇8、聲音處理部1〇9、 及NIC(網路介面卡)ιι〇。 再者,藉由將記錄有遊戲用的程式及資料之dvdr〇m ❹女裝至驅動器107,並資訊處理裝置1〇〇施加 電源,來實行該程式,以實現本實施形態的遊戲裝置。 CPU1 01,係控制資訊處理裝置i00整體的動作,與各 個構成要素相連接來交換控制信號或資料》 ROM 102,係記錄有在施加電源後要立刻實行的IpL(初 始程式載入器),且CPU101係將DVD-ROM所記錄的程式 讀出至RAM 103並加以實行。再者,ROM 102,係記錄有 用於資訊處理裝置100整體的動作控制所必要的操作系統 的程式及各種資料。 11 201023951 及程式者,用以保持由 、及其他遊戲的進行或聊 RAM103,係暫時記錄資料 DVD-ROM所讀出的程式、資料 天(chat)通信所必要的資料。 1由介面UM而連接的控制器單元’係接收使用 者在遊戲實行之際所進行的操作輸人。更料言之,後述 的控制器210,係藉由被杜、 遊戲者的操作,並以無線通信之方 式來接收其操作資訊β具去 . 冉者,控制器單元105的詳情,係[Embodiment 1] FIG. 1 is a schematic view showing a schematic configuration of a typical information processing device in which a shaft device according to an embodiment of the present invention is realized. Figure. Hereinafter, the information processing device 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 1〇3, an interface 104, a controller unit 105, and an external memory. The body 1〇6, the DVD (digital versatile disc)-ROM drive 107, the image processing unit 1〇8, the sound processing unit 1〇9, and the NIC (network interface card) ιι〇. Further, by executing the program in which the program and data for the game are recorded, the driver 107 is applied to the drive 107, and the information processing device 1 is applied with power, the program is executed to realize the game device of the present embodiment. The CPU 101 controls the overall operation of the information processing device i00, and connects the respective components to exchange control signals or data "ROM 102", and records IpL (initial program loader) to be executed immediately after power is applied, and The CPU 101 reads out the program recorded on the DVD-ROM to the RAM 103 and executes it. Further, the ROM 102 records programs and various materials for an operating system necessary for the overall operation control of the information processing apparatus 100. 11 201023951 and programmers, to keep and talk about other games, RAM103, is the data necessary for the communication of programs and data that are read by the DVD-ROM. A controller unit connected by the interface UM receives an operation input by a user at the time of execution of the game. More specifically, the controller 210, which will be described later, receives its operation information β by the operation of Du, the player, and wireless communication. The details of the controller unit 105 are

敘述於後。 透過介面104而以能 乂此夠自由拆下裝上的方式來連接的 外部記憶體106,係以鉗热於合 乂能夠改寫之方式來記錄用以表示遊 戲進行狀態的資料,以;Φ Ρ 乂及通k日誌(記錄)。使用者可透過 控制器單元105來進行指千趴λ 仃知不輸入,以將這些資料記錄至適 合的外部記憶體1〇6。再去,认 丹考外部s己憶體1 〇 6,也可以視 SD卡等。 安装在DVD-ROM驅動器1〇7中之DVD R〇M,係記 錄有為了實現遊戲之程式以及遊戲附屬的影像資料及聲音 資料藉由CPU101的控制,DVD R〇M驅動器1〇7係針對 所安裝的DVD-ROM進行讀取處理以讀取必要的程式或資 料’並將這些暫時記錄在RAM1〇3等。 影像處理部1〇8,係將由DVD-ROM所讀取的資料, 藉由CPU1G1或料處理部⑽所具備的料演算處理器 (圓上未不)進行加工處理後,將這些記錄至影像處理部 所具備的圖框記憶體(圖上未示)。記錄於圖框記憶體之影 像資訊,係以預定的同步時機被轉換為視頻信號(影像信 12 201023951 號)’以輸出至連接於影像處理部1〇8的監視器(後述的顯 示器)。藉此’能夠進行各種的影像表示。 再者’影像演算處理器,係可高速實行2次元影像的 重疊演算或α混合等的透過演算及各種飽和演算。 - 又’將配置在虛擬3次元空間中的各種附加有紋理資 * 訊的多邊形資訊’以Ζ緩存法進行顯現(rendering),使得 也能夠尚速實行用以得到由預定視點位置俯視配置於虛擬 φ 3次元空間中的多邊形的顯現影像之運算。 進而,也可藉由CPU101與影像演算處理器的協調動 作’遵從用以疋義文字的形狀之字型資訊,以將文字列作 為2次元影像而描繪至圖框記憶體,並且描繪至各個多邊 形表面。雖然字型資訊係記錄在1 〇2,但是也可以利 用記錄在DVD-ROM之專用的字型資訊。 聲音處理部109,係將由DVD-ROM所讀取的聲音資 料轉換成類比聲音信號,並供給至外部的揚聲器(後述的顯 擧示器290的揚聲器)以輸出聲音。例如,聲音處理部 係在CPU101的控制下,產生遊戲進行中應該產生的效果 音或樂曲資料’並將對應的聲音由揚聲器進行輸出。 NIC110’係用以將資訊處理裝置連接至網際網路 等電腦通信網(圖上未示)者,藉由:依據構成LAN(區域網 路)之際所使用的10BASE-T/100BASE-T規格者、或是使用 電話回線以連接於網際網路之類比數據機、ISDN(整合服務 數位網路)數據機、ADSL(非對稱數位用戶線路)數據機、或 使用纜線電視線路以連接網際網路之纜線數據機等;以及 13 201023951 用以進行這些構件與CPUl01之間的仲介之介面(圖上未示) 而被構成。 其他’資訊處理裝置100,也可以使用硬碟等大容量 外部記錄裝置來構成,以完成與ROM102、RAM103、外部Described later. The external memory 106 connected through the interface 104 in such a manner that the device can be freely removed and attached is used to record the data indicating the progress of the game in a manner that the heat can be rewritten, and Φ Ρ乂 and pass k log (record). The user can perform the fingerprint input through the controller unit 105 to record the data to the appropriate external memory 1〇6. Going again, recognize the external testimony of the test, and you can also see the SD card. The DVD R〇M installed in the DVD-ROM drive 1〇7 records the video data and audio data attached to the game program and the game. The DVD R〇M driver 1〇7 is used for the control. The installed DVD-ROM performs a reading process to read necessary programs or materials' and temporarily records these in RAM1〇3 and the like. The image processing unit 1〇8 processes the data read by the DVD-ROM by the CPU 1G1 or the material calculation processor (not shown) of the material processing unit (10), and then records the data to the image processing. The frame memory of the department (not shown). The image information recorded in the frame memory is converted into a video signal (image signal 12 201023951) at a predetermined synchronization timing to be output to a monitor (a display device to be described later) connected to the image processing unit 1-8. In this way, various image representations can be performed. Furthermore, the 'image calculation processor' is capable of performing high-precision two-dimensional image superimposition calculation, alpha-mixing, etc., and various saturation calculations. - In addition, 'variety of various polygon information added with texture information in the virtual 3 dimensional space' is rendered by the buffer method, so that it can be quickly implemented to obtain a virtual view from the predetermined viewpoint position. The operation of the visible image of the polygon in the φ 3 dimensional space. Further, the coordinate operation of the CPU 101 and the image calculation processor 'following the font information for the shape of the ambiguous character can be drawn to the frame memory as a binary image, and drawn to each polygon. surface. Although the font information is recorded at 1 〇 2, it is also possible to use the dedicated font information recorded on the DVD-ROM. The sound processing unit 109 converts the sound data read by the DVD-ROM into an analog sound signal, and supplies it to an external speaker (a speaker of the display 290 to be described later) to output a sound. For example, under the control of the CPU 101, the sound processing unit generates an effect sound or a music piece material which should be generated during the progress of the game, and outputs the corresponding sound to the speaker. The NIC 110' is used to connect the information processing device to a computer communication network (not shown) such as the Internet, by: 10BASE-T/100BASE-T specifications used in the formation of a LAN (local area network) Or use a telephone line to connect to an Internet-like analog modem, an ISDN (Integrated Services Digital Network) modem, an ADSL (Asymmetric Digital Subscriber Line) modem, or use a cable TV line to connect to the Internet. The road cable data machine, etc.; and 13 201023951 are configured to perform an interface between the components and the CPU 101 (not shown). The other 'information processing device 100' may be configured by using a large-capacity external recording device such as a hard disk to complete the ROM 102, the RAM 103, and the outside.

記憶體106、及安裝在DVD-ROM驅動器107的DVD-ROM 相同的機能。 又,也能夠採用連接至用以接收遊戲者的文字列的編 φ輯輸入之鍵盤、或是連接至用以接收指定各種位置及選擇 輸入之滑鼠等輸入輸出裝置之形態。 又’用於取代本實行形態的資訊處理裝置1〇〇,也可 以利用一般之電腦(通用的個人電腦等),來作為關於本發 明的遊戲裝置。例如’與上述資訊處理裝i⑽相同,一 般之電腦係具備CPU、RAM 、ROM、DVD-ROM 驅動器、The memory 106 has the same functions as the DVD-ROM mounted on the DVD-ROM drive 107. Further, it is also possible to adopt a configuration in which a keyboard connected to a character string for receiving a player's character string is input, or an input/output device such as a mouse for receiving various positions and selection inputs. Further, the information processing apparatus 1 for replacing the present embodiment may be a game device according to the present invention by using a general computer (a general-purpose personal computer or the like). For example, 'the same as the above information processing device i (10), the general computer system has a CPU, a RAM, a ROM, a DVD-ROM drive,

可作為遊戲裝置而發揮機能。 (控制器單元的概要) 觀圖。 第2圖係用以說明上述的控制器 單元105的概要之外 控制器單元105, 如圖示係以含有控制 器210及感應 14 201023951 棒220之方式加以構成。資訊處理裝置ι〇〇,係透過預定 的電纜’分別連接至感應棒220及顯示器290。 控制器210,例如係一種具有與電視等的遙控器類似 的外觀,以無線(藉由無線通信)之方式連接至資訊處理裝 置100,且遊戲者能夠單手拿著操作之控制器。 又,感應棒220 ’係以預定的長度的棒狀所形成、位 於顯示器290的上部、且沿著畫面的方向以適當地固定。 這個感應棒220,係在兩端各埋設一個發光元件22卜再者 所埋設的發光元件221的數量僅是一例,也能夠比這個數 量更多。 感應棒220,係由資訊處理裝置1〇〇接受電源供給, 以使發光元件221適當地發光。 控制器210,係在前端配置有CCD相機21卜將前端 指向顯示器290’則這個CCD相機211係針對含有感應棒 220的兩個發光元件221(兩個發光點)之影像進行攝影。再 者’控制H 210係在内部具備無線通信部,並以無線通信 之方式’將所攝影的影像的資訊,依序傳送至資訊處理裝 置 100。 然後,資訊處理m係基於控制器21G所傳送 的影像中的兩個發光點的位置關係、,以適當地取得控制器 的位置及指向。例如’ CPU1G1及影像處理部⑽等, 係解析控制器21〇所看見的兩個發光點的位置關係等 =控制器21〇的空間位置以及其前端的指向(較長轴線的 〇’最终取得遊戲者正使用控制器21()指向晝面上的哪 15 201023951 裡之操作。 再者,這樣的控制器210的位置的測量,例如,係每 個垂直同步插入(1/60秒)加以進行。 又’控制S 210的内部,係能夠具備三轴的加速度感 測器,以針對控制器210的三軸方向的移動進行測量。再 者,也可以藉由角加速度感測器或傾斜感測器等來取代 這樣的加速度感測器,來測量控制器21〇的移動。 Φ 控制器210 ’係將這樣的測量結果(例如,三轴各自的 加速度資訊)依序傳送至資訊處理裝置1〇〇。 然後,資訊處理裝置100,係基於控制器210所傳送 的測量結果’來㈣控制器21G的移動。例如,係取得遊 戲者對控制器210所做出揮動、扭轉、戳刺等動作、或其 移動方向。 再者,這樣的控制器210的移動的偵測,例如,係在 每個垂直同步插入加以進行。 籲 控制器210的頂面,係配置有十字形按鍵212,在遊 戲者拿在手上進行操作之際,能夠進行各種的方向指示輸 入等。再者,A按鈕213、或各種按鈕215也配置在頂面, 而能夠進行該等按鈕所對應的指示輸入。 另一方面,B按鈕214’係也可配置在控制器21〇的底 面,且在其底面構成凹陷,當遊戲者拿著進行操作之際, 能夠如同扣板機(trigger)地將其壓下。 控制器210的頂面的指示器216,即便是在使用複數 個控制器210之場合,也適當點燈以讓使用者能夠識別。 201023951 在控制器210的頂面所準備的電源按鈕217,例如, 係用以指示資訊處理裝置1〇〇的開啟•關閉。 進而,在控制器21〇的内部,係配置有振動器(vibrat〇r) 等的振動機構,而能夠回應於資訊處理裝置1〇〇所傳送的 指示以產生振動。 以下,係藉由這樣的控制器21〇與感應棒22〇之組合 來測量控制器21〇的位置等,作為前提來加以說明。再者°, 控制器210的位置的測量,係不受限於使用CCD相機 來針對感應棒220的發光點(發光元件221)進行攝影之手 法,也能夠適合地適用其他的手法。例如,也能夠根據包 夾著感應棒220之兩地點間的無線通信的時差等,來求得 控制器210的位置;又,也能夠使用超音波或紅外線等, 藉由二角測量的原理’來求得控制器2丨〇的位置。 在這裡,所謂的三角測量,係在已知兩點間的正確的 距離(在本實施形態中,係感應棒22〇上的兩點的距離)之 場合,偵測前述兩點的連線線段及與測量對象物的兩個端 角(在本實施形態中’係感應棒22〇上的兩點與控制器21〇 的兩個端角),藉由「已知三角形的一邊與其兩個端角,則 可確定三角形」之性質’來測量出對象物的位置之手法。 (遊戲裝置的概要構成) 第3圓係表示關於本實施形態的遊戲裝置的概要構成 之方塊圓。這個遊戲裝置300,係含有表示控制部36〇、以 及控制部301。該控制部301係含有瞄準領域偵測部3〇2、 17 201023951 選疋。卩303、決定部304、及移動方向偵測部3〇5。 表示控制部360,係將複數個物件(例如,牌或札等) 所排歹J的排列影像表不在表示晝面上。瞄準領域偵測部 3〇2,係偵測由控制器所指示的表示晝面上的瞄準領域。選 -定部303 ’係基於所偵測到的瞄準領域,由所表示的排列 影像當中選定複數個候補物件。決定部304,係對應於移 動方向偵測部305所偵測到的控制器210的指向或姿勢的 參改變’由所選定的候補物件當中進行決定。移動方向镇測 部5係、包含在決定部3〇4巾而能夠適當地省略。 再者,cpuioi,係可作為控制部3〇1而發揮機能。 、下係針對遊戲裝置3〇〇的一例,另加以詳細說明。 第4圓係表示關於本實施形態的遊戲裝置的概要構成 之方塊圖。作為一例,這個遊戲裝置3〇〇,係在麻將遊戲 中,藉由指向顯示器290之控制器21〇,來進行由遊戲畫 面上的手牌(排列影像)當中指定任意的牌並拾棄(打牌)的 鲁捨牌操作等,以下,參照本圖進行說明。 遊戲裝置300’係具備:位置資訊 訊取得部咖、移動資訊取得部33G、影像資訊記錄=〇資 配置資訊管理部350、表示控制部36〇、及處理控制部㈣。 首先,位置資訊取得部31〇,係依序取得遊戲者所拿 ,控制器210的位置及指向(前端的方向)所構成的位置 資訊。 例如,位置資訊取得部則,係求得相對於顯示器· 之控制器2H)的空間位置’以及其前端(ccd相機2⑴的指 18 201023951 向(長軸線的方向)。詳而言之,係依序求得控制器210的 二軸方向(X軸、γ軸、z軸的各個方向)的位置,以及控制 器210的長軸線的方向。 、置資訊取得部31G,例如,係每個垂直同步插入(1/60 1產生&樣的由三轴方向的各個位置與長軸線的方向 -所構成的位置資訊,並且依序供給至處理控制部37〇。 .、:i控制器單兀! 〇5 ,係作為這樣的位置資訊取得 ❹部310而發揮機能。 :作資訊取得部32〇 ’係取得控制器Η。藉由無線通 : 相按紐操作資訊,以依序取得遊戲者對控制器21〇 的按鈕操作的内容 就疋說’係即時(real time)取得遊戲 者所按下是控制器210的哪個按鈕等。 而路S’介面1〇4等,係作為這樣的操作資訊取得部320 而發揮機能。 訊取得部33。’係依序取得用以表示控制器η。 的二轴方向的移動(加速度等)之移動資訊。 例如,在遊戲者揮動控制器210之揚人故紅达 得部330係取得控 資訊取 的移動方向)。其他/游载1 向(作為一例,係前端 者轉控制器21G之場合,或 者戳刺抽回之場合,移 器川的移動方向。 料330,係也取得控制 而且,控制器單元105 ,係作 部·而發揮機能。 樣的移動資訊取得 影像資訊記錄部340,係記錄含有麻將牌的各個物件 201023951 (牌物件)之影像資訊。 例如,影像資訊記錄部340,係記錄被稱為萬子(一萬 至九萬)、許(一筒至九筒)、索子(一索至九索)、字牌(風 牌及三元牌)的各個牌物件的影像資訊。再者,此外,影像 資訊記錄冑340’係、也記錄點棒或殼子等之實行麻將遊戲 之際所必要的各種物件的影像資訊。 再者,DVD-ROM驅動器所安裝的DVD R〇M以及 RAM103係、作為這樣的影像資訊記錄部而發揮機能。 配置資訊管理部35〇’係管理含有手牌的排列(組合或 排列)之牌物件的配置資訊。 例如,配置資訊管理部35〇,係管理遊戲中之遊戲者 的手牌的配置資訊。也就是說,係管理被稱為配牌、自摸、 捨牌(打牌)、副露(吃、碰、槓)之在遊戲中改變的手牌的排 列。再者,此外,配置資訊管理部35〇,係也管理各個遊 戲者捨棄至河的牌之配置資訊。 再者,CPU101以及RAM103,係作為這樣的配置資訊 管理部350而發揮機能。 表不控制部360 ,係基於影像資訊記錄部34〇所記錄 的影像資訊,以及配置資訊管理部35〇所管理的配置資 訊,以產生遊戲影像。 具體來說,表示控制部360,係產生如第5圓所示的 表不影像(遊戲晝面)。在這個表示影像中,係含有用以表 不手牌的各個牌物件的排列影像HG。也就是說,排列影像 HG,係表示遊戲者現在所保有的牌物件的排列,且各個牌 20 201023951 物件係以橫方向鄰接(彼此相鄰)成一列之方式來排列。 遊戲者可使用控制器210,由這樣的手牌(排列影像HG) «中扣定(決定)任意的牌,來進行捨牌(打牌)之捨牌操作。 因此,如後述,表示控制部36〇,係產生控制器21〇所指 ,示的遊戲畫面上的瞄準領域所示的瞄準標記(mark)、或對 . 應於瞄準領域所選擇的候補物件的放大影像等。 再者,影像處理部108,係作為這樣的表示控制部36〇 φ 而發揮機能。 回到第4圖,處理控制部3 70,係針對遊戲裝置3〇〇 的整體加以控制。處理控制部37〇,係以含有瞄準領域計 算部371、候補物件選定部372、物件決定部373、及遊戲 進行部374之方式來加以構成。 本實施形態,係藉由將瞎準領域計算部371作為瞒準 領域偵測部302、將候補物件選定部372作為選定部3〇3、 以及將物件決定部373作為決定部3〇4之方式,來加以實 #現。 瞄準領域計算部37i,係基於位置資訊取得部31〇所 取得的位置資訊,依序計算在控制器21〇所指示的顯示器 29〇(遊戲畫面)上的瞄準領域。 具體來說,首先,瞄準領域計算部371,係藉由所取 得的位置資訊,以求得控制器210的實際空間(_心⑷ 位置(x軸、γ轴、z軸方向的各個位置)、以及其前端(ccD 相機211)的指向(長軸線的方向)。然後,如第6a圖所示, 基於所求取的控制器210的位置以及長軸線L的方向以 21 201023951 求传晝面Scr(顯示器290)上的晦準位置§p。 接著,猫準領域計算部371,係以所求得的晦準位置 SP為中心,計算由預定半徑的圓形所包圍的晦準_ SAe ^-例’如第6B圖所示’係在手牌(排列影像)中以大約 月,夠包圍住三個牌物件〇bj之尺寸,來計算晦準領域从。 ❹ 再者,瞒準領域SA的形狀係一例’係不受限於這樣 的圓形’也能夠是矩形等之其他形狀。再者,晦準領域从 的尺寸(範圍)係一例,係能夠適當地改變。 晦準領域計算部371,係將所計算的這樣的晦準領域 的資訊’供給至候補物件選定部372。再者,為了 使用者能夠看見這樣的晦準領域(為了將晦準標記等加以 =’:準領域計算部371’係也將這個晦準領域的資訊 供給至表示控制部36〇 » 回到第4圖,候補物件選定部372,係基於晦準領域 十算4 371所6十算的瞒準領域的資訊與配置資訊管理部 =所管理的各個物件的配置之位置關係,以及操作資訊 =部似所取得的按紐操作資訊,來將複數個牌物件選 疋為候補物件。 % :如’候補物件選定部372 ’係藉由按紐操作資訊而 到控制器210的按紐(以下,作為_例係b按鈕 的1)被遊戲者按下之際,如果㈣準領域所包含的牌物件 =康則將其牌物件選定為候補物件。再者,是否被包含 ί =領域中,作為-例,係藉由牌物件的中心(也是重心) 疋在晦準領域中來加以判斷。 22 201023951 具體來說,如第7A圖所示,在瞄準領域SA係重疊在 手牌(排列影像)HG上之狀況下’ 一旦將控制器21〇的b按 鈕214按下,則候補物件選定部372係將瞄準領域8八所 包含的「南」、「西」、「發」之三個牌物件〇bj選定為候補 物件。 又’在第7B圖所示之狀況下,將控制器21〇的b按 鈕214按下,則候補物件選定部372係將完全包含在瞄準 φ領域^八中的「南」、「西」,及中心被包含在瞄準領域sa 中的「三索」,合計三個牌物件〇bj選定為候補物件。再者, 「發」的中心係脫離了瞄準領域SA。 又,在第7C圖所示之狀況下,將控制器21〇的B按 鈕214按下,則候補物件選定部372係將瞄準領域sa所 包含的「一筒」、「七筒」、「七筒」之三個牌物件〇bj選定 為候補物件。 再者,這個場合,因為「七筒」、「七筒」係重複,所 *以也能夠將「一筒」、及兩個「七筒」作為候補物件以形成 後述的放大影像。再者,候補物件選定部372,係也能夠 判別有重複,並僅將「-筒」、「七筒」之二個牌物件叫 選定為候補物件。 進而,在第 按紐214按下, 所包含的「二萬 物件。 7D圖所示之狀況下’將控制器210的B 則,補物件選定部372係將瞄準領域SA 」八萬J之二個牌物件Obj選定為候補 係不受限於這樣的依據 再者,候補物件的選定手法 23 201023951 牌物件的中心是否在瞒準領域中,而能夠適當地改變。例 如可以僅針對完全包含在晦準領$中的牌物件加以選 定,也可以將只有—部分包含在猫準領域中者加以全部選 定。也就是說,以上述的第7B圖之場合為一例,則可以僅 選定完全包含在料㈣SA中的「南」、「西」之兩個牌 物件Obj,相反地,也可以選定這個「南」、「西」,以及只It can function as a game device. (summary of controller unit) View. Fig. 2 is a view for explaining the outline of the above-described controller unit 105. The controller unit 105 is constructed to include the controller 210 and the sensor 14 201023951 rod 220 as shown. The information processing device ι is connected to the sensor bar 220 and the display 290 via a predetermined cable ‘. The controller 210, for example, has an appearance similar to that of a remote controller such as a television, is connected to the information processing apparatus 100 wirelessly (by wireless communication), and the player can hold the controller of the operation with one hand. Further, the sensing rod 220' is formed in a rod shape of a predetermined length, is positioned on the upper portion of the display 290, and is appropriately fixed in the direction of the screen. In the sensor bar 220, the number of the light-emitting elements 22 embedded in each of the two ends is only one example, and the number of the light-emitting elements 221 can be more than this. The sensor bar 220 receives power supply from the information processing device 1 to cause the light-emitting element 221 to appropriately emit light. The controller 210 is provided with a CCD camera 21 at the front end, and the front end is directed to the display 290'. This CCD camera 211 photographs the images of the two light-emitting elements 221 (two light-emitting points) including the sensing bars 220. Further, the control H 210 system includes a wireless communication unit therein, and transmits information of the captured video to the information processing device 100 in a wireless communication manner. Then, the information processing m is based on the positional relationship of the two light-emitting points in the image transmitted by the controller 21G to appropriately acquire the position and orientation of the controller. For example, 'CPU1G1 and video processing unit (10) are the positional relationship between the two light-emitting points seen by the controller 21, etc. = the spatial position of the controller 21〇 and the direction of the front end (the longer axis of the 〇' is finally obtained. The player is using the controller 21() to point to which of the 15 201023951 operations on the face. Again, the measurement of the position of such a controller 210, for example, is performed for each vertical sync insertion (1/60 second). In addition, the inside of the control S 210 can be equipped with a three-axis acceleration sensor for measuring the movement in the three-axis direction of the controller 210. Furthermore, it can also be used by an angular acceleration sensor or tilt sensing. The controller or the like replaces such an acceleration sensor to measure the movement of the controller 21. The controller 210 transmits the measurement results (for example, the respective acceleration information of the three axes) to the information processing device 1 in order. Then, the information processing apparatus 100 is based on the measurement result transmitted by the controller 210 to (4) the movement of the controller 21G. For example, the player obtains the wave, twist, and poke of the controller 210. Further, the detection of the movement of the controller 210 is performed, for example, at each vertical synchronization insertion. The top surface of the controller 210 is provided with a cross-shaped button 212. When the player performs the operation on the hand, various direction indication inputs and the like can be performed. Further, the A button 213 or the various buttons 215 are also disposed on the top surface, and the instruction input corresponding to the buttons can be performed. On the other hand, the B button 214' can also be disposed on the bottom surface of the controller 21, and has a recess on the bottom surface thereof. When the player holds the operation, it can be pressed like a trigger. The indicator 216 on the top surface of the controller 210 is appropriately lit to allow the user to recognize even when a plurality of controllers 210 are used. 201023951 Power button 217 prepared on the top surface of the controller 210 For example, it is used to instruct the opening and closing of the information processing device 1A. Further, inside the controller 21A, a vibration mechanism such as a vibrator (vibrat〇r) is disposed, and the response can be responded to. The instruction transmitted by the processing device 1 is generated to generate vibration. Hereinafter, the position of the controller 21A is measured by the combination of the controller 21 and the inductive bar 22A, and the description will be made as a premise. The measurement of the position of the controller 210 is not limited to the method of photographing the light-emitting point (light-emitting element 221) of the sensor bar 220 by using a CCD camera, and other methods can be suitably applied. For example, it is also possible to The position of the controller 210 is obtained by the time difference of the wireless communication between the two places of the sensor bar 220, and the controller 2 can also be obtained by using the principle of the two-angle measurement using ultrasonic or infrared rays. Awkward location. Here, the so-called triangulation is to detect the connection between the two points when the correct distance between the two points is known (in the present embodiment, the distance between the two points on the sensor bar 22). And the two end angles of the object to be measured (in the present embodiment, 'the two points on the sensing rod 22〇 and the two end angles of the controller 21〇), by "one side of the known triangle and its two ends" The angle, then the nature of the triangle can be determined to measure the position of the object. (Schematic Configuration of Game Device) The third circle indicates a square circle of a schematic configuration of the game device of the present embodiment. This game device 300 includes a display control unit 36 and a control unit 301. The control unit 301 includes an aiming area detecting unit 3〇2, 17201023951.卩303, determination unit 304, and movement direction detecting unit 3〇5. The control unit 360 indicates that the array of images in which a plurality of objects (for example, cards or slaps) are arranged is not on the display surface. The aiming area detection unit 3〇2 detects the aiming area indicated by the controller on the crotch surface. The selection unit 303' selects a plurality of candidate objects from among the displayed arrangement images based on the detected aiming fields. The determining unit 304 determines the change of the pointing or posture of the controller 210 detected by the moving direction detecting unit 305 from among the selected candidate objects. The moving direction town measuring unit 5 is included in the determining unit 3〇4, and can be omitted as appropriate. Furthermore, cpuioi can function as the control unit 3〇1. The following is an example of the game device 3A, which will be described in detail. The fourth circle shows a block diagram showing a schematic configuration of the game device of the embodiment. As an example, in the mahjong game, the game device 3 is directed to the controller 21 of the display 290 to designate an arbitrary card from the hand (arranged image) on the game screen and discard it (card game). The operation of the Russ card, etc., will be described below with reference to this figure. The game device 300' includes a location information acquisition unit, a mobile information acquisition unit 33G, a video information record = a resource allocation information management unit 350, a control unit 36, and a processing control unit (4). First, the position information acquisition unit 31 依 sequentially acquires position information composed of the position and the direction of the controller 210 (the direction of the front end) taken by the player. For example, the position information acquisition unit obtains the spatial position 'and the front end (the direction of the ccd camera 2 (1) 18 201023951 (the direction of the long axis) with respect to the display controller 2H). The position of the two-axis direction (the respective directions of the X-axis, the γ-axis, and the z-axis) of the controller 210 and the direction of the long axis of the controller 210 are obtained in sequence. The information acquisition unit 31G is, for example, each vertical synchronization. Insertion (1/60 1 generates & the position information composed of the respective positions in the three-axis direction and the direction of the long axis - and sequentially supplies them to the processing control unit 37. . . : i controller single! 〇5, the function is obtained as the position information acquisition unit 310. The information acquisition unit 32 is configured to acquire the controller. The wireless communication: the button operation information is used to sequentially obtain the player control. The content of the button operation of the device 21〇 is said to be "real time" which button of the controller 210 is pressed by the player, etc. The road S' interface 1〇4, etc. is obtained as such operation information. The function is performed by the part 320. The acquisition unit 33 The movement information of the movement (acceleration, etc.) in the two-axis direction for indicating the controller η is sequentially obtained. For example, in the game player swinging the controller 210, the red-handed portion 330 acquires the control information. (Moving direction). Others/loading 1 direction (As an example, when the front end is turned to the controller 21G, or when the poke is pulled back, the moving direction of the shifting device. The material 330 is also controlled and the controller is The unit 105 is configured to function as a part. The moving information acquisition image information recording unit 340 records image information of each item 201023951 (brand object) containing mahjong tiles. For example, the image information recording unit 340 is recorded. Image information of all the items belonging to Wanzi (10,000 to 90,000), Xu (1 to 9), Suzi (1 to 9), and (brand and 3). In addition, the video information recording 胄 340 ′′ also records the image information of various objects necessary for the mahjong game, such as a stick or a shell. Furthermore, the DVD R〇M installed in the DVD-ROM drive and RAM103 is the system The image information recording unit functions as a function. The configuration information management unit 35 manages the arrangement information of the card objects including the arrangement (combination or arrangement) of the hand cards. For example, the configuration information management unit 35 is configured to manage the game. The configuration information of the player's hand. That is to say, the management manages the arrangement of the hands that are changed in the game, such as matching, self-touching, playing cards (cards), dews (eat, touch, bar). In addition, the configuration information management unit 35 管理 also manages the arrangement information of the cards that each player discards to the river. Further, the CPU 101 and the RAM 103 function as such arrangement information management unit 350. The table control unit 360 generates the game image based on the image information recorded by the image information recording unit 34 and the configuration information managed by the information management unit 35. Specifically, the control unit 360 generates a representation image (game surface) as indicated by the fifth circle. In this representation image, there is an arrangement image HG of each of the card objects for displaying the hand. That is to say, the arrangement image HG indicates the arrangement of the card objects currently held by the player, and the respective cards 20 201023951 are arranged in a row in the lateral direction adjacent to each other (adjacent to each other). The player can use the controller 210 to perform a card-playing operation on the cards (cards) by such cards (arrangement image HG) «definitely (determine) any cards. Therefore, as will be described later, the control unit 36A generates an aiming mark (mark) indicated by the aiming field on the game screen indicated by the controller 21, or a candidate object selected for the aiming field. Zoom in on the image, etc. Further, the video processing unit 108 functions as such a display control unit 36 〇 φ. Returning to Fig. 4, the processing control unit 3 70 controls the entire game device 3A. The processing control unit 37 is configured to include the aiming area calculation unit 371, the candidate object selection unit 372, the object determination unit 373, and the game progress unit 374. In the present embodiment, the standard area calculating unit 371 is used as the matching area detecting unit 302, the candidate object selecting unit 372 is selected as the selecting unit 3〇3, and the object determining unit 373 is used as the determining unit 3〇4. , come to the real # now. The aiming area calculation unit 37i sequentially calculates the aiming area on the display 29 (game screen) instructed by the controller 21A based on the position information acquired by the position information obtaining unit 31. Specifically, first, the aiming area calculation unit 371 obtains the actual space (_heart (4) position (each position in the x-axis, the γ-axis, and the z-axis direction) of the controller 210 by the acquired position information. And the direction of the front end (ccD camera 211) (the direction of the long axis). Then, as shown in Fig. 6a, based on the obtained position of the controller 210 and the direction of the long axis L, 21 201023951 is used to transmit the surface Scr The target position §p on the display 290. Next, the cat quasi-field calculation unit 371 calculates the 包围 _ SAe ^- surrounded by the circle of the predetermined radius centering on the obtained 晦 position SP. The example 'as shown in Fig. 6B' is in the hand (arranged image) for about a month, enough to surround the size of the three brand objects 〇bj, to calculate the standard field from. ❹ Furthermore, the standard field SA An example of the shape of the shape is not limited to such a circular shape. The size (range) of the reference field can be appropriately changed. Is to supply the calculated information of such a quasi-domain to The candidate object selection unit 372. Further, in order to allow the user to see such a target field (in order to add the standard mark or the like to the ': quasi-domain calculation unit 371'), the information of the target area is also supplied to the display control unit. 36〇» Returning to Fig. 4, the candidate object selection unit 372 is based on the information and configuration information management department of the standard field of the 4th calculation of the 4th calculation of the 4th calculation, and the positional relationship of the arranged objects. And the operation information = part of the button operation information obtained to select a plurality of card objects as candidate objects. % : If the 'candidate object selection unit 372 ' is operated by the button to the controller 210 When the button is pressed by the player (hereinafter, as the _ example b button), if the card object included in the (4) quasi-field is Kang, the card object is selected as the candidate object. Furthermore, whether it is included ί = In the field, as an example, the center of the card object (also the center of gravity) is judged in the field of quasi-quantity. 22 201023951 Specifically, as shown in Figure 7A, the SA in the aiming field overlaps in the hand. (arranging images In the case of HG, when the b button 214 of the controller 21 is pressed, the candidate object selection unit 372 will be the three cards of "South", "West", and "Fa" included in the field 8 〇bj is selected as a candidate object. In the case shown in Fig. 7B, when the b button 214 of the controller 21A is pressed, the candidate object selection unit 372 is completely included in the aiming φ field ^8. "South", "West", and the center are included in the "three cables" in the aiming area sa, and the total of three brand objects 〇bj are selected as candidate objects. Furthermore, the center of "fat" is out of the aiming area SA. When the B button 214 of the controller 21A is pressed in the state shown in Fig. 7C, the candidate object selection unit 372 sets "one cylinder", "seven cylinders", and "seven cylinders" included in the aiming field sa. The three card objects 〇bj are selected as candidate objects. In this case, since "seven cylinders" and "seven cylinders" are repeated, "one cylinder" and two "seven cylinders" can be used as candidate objects to form an enlarged image to be described later. Further, the candidate object selection unit 372 can also determine that there is a repetition, and only two of the "-tube" and "seven cylinders" are selected as candidate objects. Further, when the button 214 is pressed, the included "20,000 objects. In the situation shown in the 7D diagram", the B of the controller 210, the complement selection unit 372 will be aimed at the field SA" The selection of the item of the object Obj is not limited to such a basis. The selection method of the candidate item 23 201023951 Whether the center of the item of the item is in the field of the standard can be appropriately changed. For example, it is possible to select only the items of the card that are completely contained in the 晦 领 $, or all of them can be selected in the field of the cat. In other words, in the case of the above-mentioned 7B, for example, it is possible to select only two brand objects Obj of "South" and "West" which are completely contained in the material (4) SA, and conversely, this "South" can also be selected. , "West", and only

有-部分包含在猫準領域中的「三索」、「發」,合計四個牌 物件Obj。 候補物件選定部372,係將這樣選定的候補物件的資 訊’供給至物件蚊部373。再者,為了讓遊戲者知道(看 見)這樣選定的候補物件(為了以放大影像等來加以表示), 候補物件選定部372,係將這個候補物件的資訊也供給 至表示控制部360。 立回到第4圖,物件決定部373,係依照移動資訊取得 P 0所取得的移動資訊(三軸方向的加速度等),由所選 籲定的候補物件當中決定一個牌物件。 例如,物件決定部3 73,係在候補物件已被選定之狀 態且遊戲者揮動控制器21〇之場合,對應於其揮動方向(作 為一例,前端的移動方向),由候補物件中,決定所規定的 牌物件》 作為例’在將二個牌物件(依照遊戲者的觀點,係左 端、正中間、右端之牌物件)選定為候補物件之場合,依照 遊戲者的觀點將控制器21G往左方向揮動,則衫左端的 牌物件,再者,往上方向揮動,則決定正中間的牌物件; 24 201023951 以及,往右方向揮動’則決定右端的牌物件。 具體來說’如第8A圖所示,在將左端的牌物件 ObjL(南)、正中間的牌物件〇bjc(西)、以及右端的牌物件 ObjR(發)所構成的三個牌物件選定為候補物件之狀態下’ 遊戲者將控制器210向上揮動❶這個場合,物件決定部 3 73,係決定對應於上方向的牌物件〇bjC(西)。 又’如第8B圖所示’在同樣的候補物件,且控制器 φ 210向左揮動之場合,則物件決定部373,係決定對應於左 方向的牌物件ObjL(南)。 進而,如第8C圖所示,在同樣的候補物件,且控制器 210向右揮動之場合,則物件決定部373,係決定對應於右 方向的牌物件ObjR(發)β 再者’控制器210所揮動的方向(移動方向),係允許 成立某種程度的容許範圍,即便沒有嚴密地在平方向(左,There are - part of the "three ropes" and "hairs" in the cat's quasi-field, totaling four brand objects Obj. The candidate object selection unit 372 supplies the information 'the selected item' to the object mosquito unit 373. Further, in order for the player to know (see) the candidate object thus selected (in order to display it as an enlarged image or the like), the candidate object selection unit 372 supplies the information of the candidate object to the display control unit 360. Returning to Fig. 4, the object determining unit 373 obtains the movement information (acceleration in the three-axis direction, etc.) obtained by P 0 in accordance with the movement information, and determines one card object among the selected candidate objects. For example, when the candidate object is selected and the player swings the controller 21, the object determination unit 3 73 determines the location of the candidate object in accordance with the swing direction (for example, the movement direction of the front end). The prescribed card object is taken as an example. When two card objects (in the left, right middle, and right end of the player object according to the player's point of view) are selected as candidate objects, the controller 21G is left to the left according to the player's point of view. The direction is waving, then the card object at the left end of the shirt, and then, waving upwards, determines the card object in the middle; 24 201023951 and, waving in the right direction, determines the card object at the right end. Specifically, as shown in Fig. 8A, three card objects composed of the left-hand card object ObjL (south), the middle card object 〇bjc (west), and the right-end card object ObjR (hair) are selected. In the state of the candidate object, the player swings the controller 210 upward, and the object determining unit 3 73 determines the card object 〇bjC (west) corresponding to the upward direction. When the controller φ 210 is swung to the left as shown in Fig. 8B, the object determining unit 373 determines the card object ObjL (south) corresponding to the left direction. Further, as shown in FIG. 8C, in the case of the same candidate object and the controller 210 swings to the right, the object determining unit 373 determines the card object ObjR (transmitting) β in the right direction. The direction in which the 210 is swung (moving direction) allows a certain degree of tolerance to be established, even if it is not strictly in the flat direction (left,

右方向)或垂直方向(上方向)上揮動,也能夠辨別(债測) 為左/右方向、或上方向。 —又第8Α圖至第8C圖,雖然說明了將三個牌物件選 ―為候補物件之場合’但是也能夠適當地適用於將其他數 量的牌物件選定為候補物件之場合。 將兩個牌物件(依照遊戲者的觀點,係左端、右 端之牌物件)選 < 為候補物件之場合也能夠依照遊戲者的 觀點將控制器21〇往力* 4左方向揮動,則物件決定部373係決 定左端的牌物件;以方 及’往右方向揮動,則物件決定部373 係決定右端的牌物件。 25 201023951 回到第4圖’物件決定部373,係將這樣所決定的牌 物件的資訊,供給至遊戲進行部374及配置資訊管理部 3 50再者,配置資訊管理部35〇,係在被供給所決定的牌 物件的資訊(捨牌的資訊)之後’更新配置資訊,然後基於 所:新的資訊’以藉由表示控制部36〇來更新遊戲晝面(也 就是說,更新手牌或河的影像)。 遊戲進行部374,係管理麻將遊戲的進行。例如,係 ©管理遊戲者的被稱為自摸、捨牌、副露(吃、碰、槓)之遊 戲的進行所必要的資訊。 例如’在從自摸到捨牌係設定有限制時間之場合,遊 戲者在這個限制時間内沒有決定捨牌之場合(沒有得到物 件決定部373所決定的牌的資訊之場合),則遊戲進行部 374係決定將預定的牌作為捨牌。Waving in the right direction) or in the vertical direction (upward direction) can also discriminate (debt measurement) as the left/right direction or the upward direction. - From the 8th to the 8thth, although the case where three pieces of the object are selected as the candidate items has been described, it can be suitably applied to the case where other number of the items are selected as the candidate items. Select two card objects (in accordance with the player's point of view, the left and right end of the card object) < for the candidate object, the controller 21 can also be swung in the left direction according to the player's point of view. The determining unit 373 determines the card object at the left end; the object determining unit 373 determines the card object at the right end when the square and the right side are swung. 25 201023951 Returning to Fig. 4, the object determination unit 373 supplies the information of the card object thus determined to the game progress unit 374 and the arrangement information management unit 350, and arranges the information management unit 35〇. Supply the information of the determined card object (information on the card) and then 'update the configuration information, and then based on the new information' to update the game face by means of the control unit 36 (that is, update the hand or river) Image). The game progress section 374 manages the progress of the mahjong game. For example, it is necessary to manage the gameplay of the game called "self-touching, playing cards, and dew (eat, touch, and bar). For example, when the player has set a limited time from the touch to the card, if the player does not decide to play the card within this time limit (when the information of the card determined by the object determination unit 373 is not obtained), the game progress unit 374 is used. Decided to use the predetermined card as a card.

具體來說,在候補物件已經選定之場合且限制 已經經過之場合,則遊戲進行部m,係將候補物件中二 預定位置的牌(作為-例’係右端的牌)決定為捨牌。再者 在候補物件沒有選定之場合’且限制時間已經經過之場 合,則遊戲進行部374,係料料的敎位置的牌 為一例’係右端的牌)決定為捨牌。 處理控制部370,係與這樣的瞎準領域計算部37ι 補物件選定部372、物件決定部373、及遊戲進行部川= 當地合作’來控制遊戲裝置301 適 然後,CPU10】,係能 370而發揮機能。 夠作為這樣所構成 的處理控制部 26 201023951 (遊戲裝置的動作的概要) 第9圖係在上述所構成的遊戲裝置则中,用以表一、 麻將遊戲的遊玩中所音^^ 所實仃的捨牌處理的流程之流程圖。以 下參,、、、這個圖來說明冑關遊戲裝i _的動作。 每個捨牌處理,係整體的麻將遊戲處理中的一部分, 例如在遊戲中,係在遊戲者的自摸之後、副露(吃、碰、 魯槓)之後等重複地實行。 首先,遊戲裝置300’係取得控制器21〇的位置資訊, 計算瞄準領域(步驟S401)。 。 也就是說,晦準領域計算部371,係基於位置資訊取 得4 3 10所供給的位置資訊,來計算藉由控制器2⑺所指 不的顯示器290(遊戲晝面)上的瞄準領域。 遊戲裝置300,係在遊戲晝面上,合成瞒準標記(步驟 S402)。 也就是說,表示控制部36〇,係由瞄準領域計算部371 得到瞎準領域的資訊,且為了讓遊戲者能夠看見現在的猫 準領域而產生,例如,帛1〇A圖所示的瞒準標記mk。也 就是說’這個猫準標記Μκ,係用以表示上述之第6Β圖的 瞄準領域SA的範圍者’係使遊戲者能夠確認這個瞄準領 域而且’表示控制部鳩’係將所產生的這樣的描 準標記MK’如第1GB圖所示,合成在遊戲畫面上。 也就是說,參照第6B圓且如上述,因為猫準領域sA, 係大約能夠包圍住手牌(排列影像)令的三個牌物彳⑽之 27 201023951 尺寸,所以如第1〇B圖所示,瞄準標記MK所表示的範圍, 也是大約能约包園住三個牌物件之尺寸。再者,瞒準領域 SA與瞎準標記ΜΚ,不受限於—定要完全—致,也能夠在 尺寸與形狀上有某種程度的不同。 也就是說,遊戲者係調整控制器210的指向,以使這 樣的用以表示三個牌的範圍之瞄準標記ΜΚ與手牌中想要 的牌重疊。 〜 e 再者,這樣的瞒準標記mk’作為一例,也能夠適當 地改變形狀等。 回到第9目,遊戲裝置3〇〇,係判別遊戲者是否按下 控制器210的β按紐214(步驟S403)。 也就是說,處理控制部37〇,係基於由操作資訊取得 部320所取得的操作資訊,來判別是否按下控制器則的 Β按鈕214。 遊戲裝置300,如果判別沒有按了控制器2 •紐叫步驟咖的否),則使處理回到上述步驟剛。按 另一方面’如果判別有按下控制器21〇的8按鈕214(步 驟S403的是),則遊戲裝置则係判別瞒準標記是否在手 牌上(步驟S404)。 也就是說,處理控制部370’係判定晦準領域計算部 371所計算的猫準領域是否位於遊戲晝面中的手牌(排列影 像)上,也就是,是否是為了指定捨牌而使用控制器Μ。來 瞄準手牌之狀態。 遊戲裝置300,如果判別猫準標記不是在手牌上(步驟 28 201023951 S404的否)’則使處理回到上述步驟。 广方面,如果判別瞒準標記是在手牌上(步驟s4〇4 的疋)’則遊戲裝置300係選定候補物件(步驟8彻)。 也就是說’候補物件選定部372,係基於手牌(排列影 像)與晦準領域之位置關係,明定候補物件。 也就是說,在想要的牌與瞒準標記重叠之狀態下因 為遊戲者將控制器210的3按紐214按下,則候補物件選 e定部372係如上述的參照第7a圖至第70圖之說明,將晦 準領域SA所包含的複數個牌物件〇bj選定為候補物件。 遊戲裝置300’係將候補物件的放大影像,合成在遊 戲晝面上(步驟S406)。 也就是說,遊戲裝置3 00,係一旦由候補物件選定部 372得到候補物件的資訊,則$ 了讓遊戲者知道是哪個牌 物件被選定為候補物#,而|生如帛UA圖所示的候補 件的放大影像KG,並使其對應於候補物件而合成在遊戲畫 »面上。作為-例’如第11B圖所示’係將放大影像如重 疊於候補物件上而加以合成。再者,因為放大影像lg的 配置(合成位置),係以使遊戲者知道其與候補物件的對應 關係為目的,所以不僅是重疊者,也能夠能夠將其適當改 變為配置在候補物件的附近者、與候補物件以線條等相連 接而配置在務微遠離者、或配置在專用的領域者。 又’在這個放大影像KG上’係附加有三方向的箭頭 標記Ym(YmL、YmC、YmR)。為了由候補物件當中決定一 個牌物件,這些箭頭標記Yrn係表示遊戲者應該揮動控制 29 201023951 器210的方向。 再者’作為一例,這個放大影像KG,包含其是否要附 加箭頭標記,係可適當改變。例如,如第uc圖所示,也 :夠產生不附加箭頭標記而候補物件的配置被改變的放大 衫像KG ’ #由各個配4,以表示遊戲者應該揮動控 210的方向。 回到第9 ®,遊戲裝置则係判別控制器㈣是 動(步驟S407)。 也就是說,處理控制部370,係基於由移動資訊取得 部330所供給的位置資訊(加速度等),來判別控制器 是否揮動。例如,得到基準值以上的加速度之場合,則處 理控制部370係判別控制器21〇被揮動。 遊戲裝置300, 一旦判別控制器21〇没有揮動(步驟 S407的否)’則係判別B按鈕214的按下是否解除(步驟 S408) 〇 也就是說,處理控制部37〇,係基於由操作資訊取得 部320所取得的按鈕操作資訊,來判別B按鈕的按下 是否解除。 遊戲裝置3 00,一旦判別控制器21〇的b按鈕214的 按下沒有解除(步驟S408的否),則回到上述的步驟S4〇7, 且反覆實行步驟S4〇7、S4〇8的處理。 另一方面’在判別到控制器210的B按鈕214的按下 被解除之場合(步驟S408的是),則遊戲裝置3〇〇係回到上 述之步驟S401。也就是說,一旦現在的候補物件的選定被 30 201023951 解除(放大影像的合成也停止),則遊戲者能夠再次由候補 物件的選定開始重來。 又,在上述的步驟S407中,判別到控制器2丨〇被揮動 之場合(步驟S407的是)’則遊戲裝置3〇〇係對應於控制器 21〇的移動方向,以決定牌物件(步驟S4〇9^ 也就是說,物件決定部373,係對應於移動方向,由 所選定的候補物件當中,決定一個牌物件。 參具體來說,如參照上述的第8A圖至第8C圖所說明, 物件決定部373,係對應於控制器21〇的揮動方向(作為一 例,係前端的移動方向),由候補物件當中,決定所規定的 牌物件。 然後,遊戲裝置300,係將決定的牌物件作為捨牌, 以結束捨牌處理。再者,遊戲裝置3〇〇在捨牌處理結束後, 係繼續進行麻將遊戲。 這樣,首先,遊戲者係藉由瞄準標記,由手牌(排列影 籲像)當中’以包含想要的牌之方式進行晦準。也就是說,因 為係以某個程度的廣大範圍(瞄準領域)來選定想要的牌, 所以即便是不熟練於操作控制器21〇的遊戲者也能夠簡單 地瞄準。再者,瞄準想要的牌之際,因為只要包含到想要 的牌即可,所以就算因為手的晃動而使瞄準錯位也無妨, 並無太過嚴密的要求。 然後,在想要的牌被選定為候補物件之後,因為遊戲 者自b夠對應於想要的牌物件的配置(.排列)以揮動控制器 210,所以能夠以直覺且自然的操作來決定想要的牌物件。 31 201023951 這個結果’遊戲者能夠容易地進行所表示的牌物件的 選擇操作。 [實施例2] (其他的實施形態) 上述的實施形態中,係針對以控制器21〇的按鈕(作為 一例,係B按鈕214)被遊戲者按下作為契機,而將瞄準領 域所包含的牌物件選定為候補物件之場合,來加以說明。 然而,用以選定候補物件之手法,並不受限於這樣的 按鈕按下,而能夠適當地改變。例如,也能夠藉由使瞄準 領域保持不動(靜止不動)經過一段時間作為契機來選定候 補物件。以下,參照第12圖,針對其特徵在於藉由瞄準領 域的保持(靜止)來選定候補物件之遊戲裝置來加以說明。 第12圖係表示關於本發明的其他實施形態的遊戲裝 置的概要構成之方塊圖。 這個遊戲裝置500,係具備位置資訊取得部31〇、操作 資訊取得冑320、移動資絲得部㈣、影像資訊記錄部 340、配置資訊管理部35() '表示控制部⑽、以及處理控 制部570。 再者,其與上述的第4圖的遊戲裝置3〇〇之相異點, 係僅在於處理控制部37〇與處理控制部57〇之差異。也就 是說,位置資訊取得部表示控㈣36〇,係上述的 第4圖的遊戲裝置30〇幾乎相同。 處理控制部570,係以含有瞄準領域計算部371、候補 32 201023951 物件選定部372、物件決定部373、遊戲進行部374、以及 保持時間計時部571之方式加以構成。 這個處理控制部570,係在上述的遊戲裝置3〇〇的處 理控制部370中附加上保持時間計時部π來加以構成。 也就是說’晦準領域計算部371至遊戲進行部374,係與 上述的處理控制部37〇幾乎相同。 者CPU101’係可作為這樣所構成的處理控制部 而發揮機能。 例如,保持時間計時部571,係一旦藉由移動資訊取 。"30所取得的移動資訊(三轴方向的加速度等卜而判 210係靜止,則從其時點開始計時(從零開始計 。再者,-旦判別控制器21〇的移動(靜止係中斷) 止計時。然後’ 一旦再次判別控制器21〇係靜 次由零開始計時。 就這樣,針對控制器21〇係靜止的時間加以計時,一 =過一定時間,則保持時間計時部571,係將猫準領域 372持已經持續一定時間之意旨’通知給候補物件選定部 的』L’候補物件選定部372接收來自保持時間計時部 ㈣知之際’如果有晦準領域所包含的牌 則將其牌物件選定為候補物件。 的為, 也就是說,遊戲者在想要的牌與晦準標記重叠 :’將控:器210保持靜止,所以瞄準領域也這麼〜 然後’延麼不動經過一段時間,則候補物件選定部、S'”不 33 201023951 如參照上述的第7A圖至第7D圖的說明,係將晦準領域^ 所包含的複數個牌物件0bji5定為候補物件。 其後,與上述的遊戲裝置3〇〇相同,係對應於控制器 21〇的揮動方向’由候補物件當中決枝定的牌物件。也 就是說,物件決定部373 ’如參照上述的第8A圖至第8C 圖的說明’係對應於控制器21G的揮動方向(作為—例係 前端的移:方向),由候補物件當中決定規定的牌物件。Specifically, when the candidate object has been selected and the restriction has passed, the game progress unit m determines the card at the two predetermined positions in the candidate object (the card at the right end of the - example) as the card. In the case where the candidate object is not selected, and the time limit has elapsed, the game progressing unit 374 determines that the card at the 敎 position of the material is the card at the right end. The processing control unit 370 controls the game device 301 and the game controller 301, and the game controller 301, and the game controller 301, the game controller 301, and the game controller 301. Play the function. The processing control unit 26 201023951 (the outline of the operation of the game device) is configured as shown in Fig. 9. The game device described above is used for the game of the mahjong game. Flowchart of the process of the housekeeping process. The following reference, the,, and this figure illustrate the action of the game ii _. Each of the card processing is part of the overall mahjong game processing, for example, in the game, after the player's self-touching, after the dew (eat, touch, and rub), it is repeatedly executed. First, the game device 300' acquires the position information of the controller 21', and calculates the aiming area (step S401). . In other words, the target field calculating unit 371 calculates the aiming area on the display 290 (game face) indicated by the controller 2 (7) based on the position information obtained by the position information 4 3 10 . The game device 300 is on the game surface and synthesizes the mark (step S402). In other words, the control unit 36A obtains the information of the target field by the aiming area calculation unit 371, and generates the information for the player to see the current cat field, for example, 帛1〇A Quasi-mark mk. That is to say, 'this cat quasi-mark Μ κ, which is used to indicate the range of the aiming area SA of the above-mentioned sixth drawing', enables the player to confirm the aiming field and the 'representative control unit' will produce such a The marking mark MK' is synthesized on the game screen as shown in the 1GB chart. That is to say, referring to the 6th circle and as described above, since the cat quasi-domain sA is approximately capable of enclosing the size of the three cards 10(10) 27 201023951 of the hand (arrangement image) order, as shown in FIG. The range indicated by the aiming mark MK is also about the size of three cards in the garden. Furthermore, the standard SA and the standard mark are not limited to being completely different, and can be somewhat different in size and shape. That is, the player adjusts the orientation of the controller 210 such that the aiming mark 用以 for indicating the range of the three cards overlaps with the desired card in the hand. 〜 e Further, as such an example, the alignment mark mk' can be appropriately changed in shape or the like. Returning to the ninth item, the game device 3 determines whether or not the player has pressed the β button 214 of the controller 210 (step S403). In other words, the processing control unit 37 determines whether or not the Β button 214 of the controller is pressed based on the operation information acquired by the operation information acquisition unit 320. The game device 300, if it is determined that the controller 2 has not been pressed, and returns to the above step. On the other hand, if it is determined that the 8 button 214 of the controller 21A is pressed (YES in step S403), the game device determines whether or not the registration mark is on the hand card (step S404). That is to say, the processing control unit 370' determines whether or not the cat quasi-field calculated by the collation field calculating unit 371 is located on the hand (arranged image) in the game face, that is, whether or not the controller is used to designate the card. Hey. Come and aim at the state of the hand. The game device 300 returns the processing to the above step if it is judged that the cat mark is not on the hand (step 28 201023951 S404). In general, if the discrimination mark is on the hand (step s4〇4), the game device 300 selects the candidate object (step 8). In other words, the candidate object selection unit 372 identifies the candidate object based on the positional relationship between the hand (arranged image) and the target field. In other words, when the player presses the 3 button 214 of the controller 210 in a state in which the desired card overlaps with the target mark, the candidate object selection unit 372 is referred to as the above-mentioned reference 7a to In the description of Fig. 70, a plurality of card objects 〇bj included in the field SA are selected as candidate objects. The game device 300' synthesizes the enlarged image of the candidate object on the game screen (step S406). In other words, when the game device 3 00 obtains the information of the candidate object by the candidate object selection unit 372, the player knows which card object is selected as the candidate #, and the game device is shown as 帛UA. The enlarged image KG of the candidate is combined with the candidate object to be synthesized on the game drawing surface. As an example, as shown in Fig. 11B, an enlarged image is superimposed on a candidate object to be combined. In addition, since the arrangement (synthesis position) of the enlarged image lg is aimed at making the player know the correspondence relationship with the candidate object, it is possible to change the image to be placed in the vicinity of the candidate object as appropriate. Those who are connected to the candidate object in a line or the like are arranged in a remote area or in a dedicated field. Further, in this enlarged image KG, an arrow mark Ym (YmL, YmC, YmR) in three directions is added. In order to determine a card object from among the candidate objects, these arrow marks Yrn indicate that the player should wave control the direction of the device 210. Further, as an example, the enlarged image KG, whether or not it is to be accompanied by an arrow mark, can be appropriately changed. For example, as shown in Fig. uc, it is also possible to generate a magnifying shirt image KG' which is not attached with an arrow mark and whose configuration of the candidate object is changed, by the respective 4, to indicate the direction in which the player should wave 210. Returning to the ninth item, the game device determines whether the controller (4) is active (step S407). In other words, the processing control unit 370 determines whether or not the controller is waving based on the position information (acceleration or the like) supplied from the movement information acquisition unit 330. For example, when an acceleration equal to or greater than the reference value is obtained, the processing control unit 370 determines that the controller 21 is swung. The game device 300, if the determination controller 21 does not swing (NO in step S407), determines whether or not the pressing of the B button 214 is released (step S408). That is, the processing control unit 37 is based on the operation information. The button operation information acquired by the acquisition unit 320 is used to determine whether or not the pressing of the B button is released. When the game device 3 00 does not release the depression of the b button 214 of the determination controller 21A (NO in step S408), the game device 3 returns to the above-described step S4〇7, and the processing of steps S4〇7 and S4〇8 is repeatedly executed. . On the other hand, when it is determined that the pressing of the B button 214 of the controller 210 is released (YES in step S408), the game device 3 returns to the above-described step S401. In other words, once the selection of the current candidate object is released by 30 201023951 (the synthesis of the enlarged image is also stopped), the player can resume the selection of the candidate object again. Further, in the above-described step S407, when it is determined that the controller 2 is being swung (YES in step S407), the game device 3 is determined to correspond to the moving direction of the controller 21A to determine the card object (step S4〇9^ In other words, the object determining unit 373 determines one card object among the selected candidate objects in accordance with the moving direction. Specifically, as described with reference to the above-described 8A to 8C drawings. The object determining unit 373 determines the predetermined card object from among the candidate objects in accordance with the swing direction of the controller 21 (for example, the moving direction of the front end). Then, the game device 300 determines the card to be determined. The object is used as a closing card to end the card processing. Further, after the game card is finished, the game device 3 continues to play the mahjong game. Thus, first, the player is by the aiming mark, and the hand is arranged by the hand. In the middle of 'contains the card with the desired card. That is, because the selected card is selected to a certain extent (target field), even if it is unskilled The player who operates the controller 21〇 can also simply aim. In addition, when aiming at the desired card, it is only necessary to include the desired card, so even if the hand is shaken, the aiming is misaligned, and There is no strict requirement. Then, after the desired card is selected as the candidate object, since the player can correspond to the configuration (.arrangement) of the desired card object to swing the controller 210, it is possible to intuitively In the above-described embodiment, the game player can easily perform the selection operation of the displayed card object. [Embodiment 2] (Other embodiments) In the above embodiment, In the case where the button of the controller 21 (for example, the B button 214) is pressed by the player as a trigger, and the card object included in the aiming field is selected as the candidate object, the description will be made. The method of the candidate object is not limited to such a button press, but can be appropriately changed. For example, it is also possible to keep the aiming field stationary (stationary). The candidate object is selected as a trigger for a certain period of time. Hereinafter, a game device in which a candidate object is selected by holding (stationary) of the aiming field will be described with reference to Fig. 12. Fig. 12 is a view showing the other related to the present invention. A block diagram of a schematic configuration of the game device according to the embodiment. The game device 500 includes a position information acquisition unit 31, an operation information acquisition unit 320, a movement information unit (4), a video information recording unit 340, and a placement information management unit 35. () ' indicates the control unit (10) and the processing control unit 570. The difference between the control unit (10) and the game device 3 of the above-described fourth embodiment is only the processing control unit 37 and the processing control unit 57. The difference is that the position information acquisition unit indicates that the game device 30 is the same as the game device 30 of the fourth figure described above. The processing control unit 570 includes a target area calculation unit 371, a candidate 32 201023951 object selection unit 372, an object determination unit 373, a game progress unit 374, and a hold time measurement unit 571. The processing control unit 570 is configured by adding the holding time measuring unit π to the processing control unit 370 of the above-described game device 3A. In other words, the predetermined field calculation unit 371 to the game progress unit 374 are almost the same as the above-described processing control unit 37. The CPU 101' can function as the processing control unit configured as described above. For example, the hold time timing unit 571 is once taken by moving the information. "30 The movement information obtained in 30 (the acceleration in the three-axis direction, etc.) 210 is still, and the timing is started from the time point (starting from zero. Furthermore, the movement of the controller 21〇 is determined (the stationary system is interrupted). The time is counted. Then, once the controller 21 is judged again, the time is counted from zero. In this way, the time when the controller 21 is stationary is counted, and if the time is too long, the time counting unit 571 is held. When the cat's quasi-field 372 has been held for a certain period of time, it is notified to the candidate object selection unit that the L' candidate object selection unit 372 receives the card from the hold time measurement unit (4). The card object is selected as the candidate object. That is, the player overlaps the desired card with the standard mark: 'Control: the device 210 remains stationary, so the aiming field is also the same~ Then 'the delay does not move after a period of time Then, the candidate object selection unit, S'" is not 33 201023951. Referring to the descriptions of the above-mentioned 7A to 7D, the plurality of card objects 0bji5 included in the field 2 are designated as candidates. The object is then the same as the above-described game device 3A, corresponding to the card direction of the controller 21〇 in the swing direction of the controller object. That is, the object determination unit 373' refers to the above. The description of FIGS. 8A to 8C corresponds to the swing direction of the controller 21G (as a shift of the front end of the example), and a predetermined card object is determined from among the candidate objects.

化個場合’遊戲者也能夠以某個程度的廣大範圍(猫準 領域)來晦準想要的牌且就這樣靜止即可,所以即便是不熟 練於操作控制器210的遊戲者也能夠簡單地瞄準。 … 然後’在想要的牌被選定為候補物件之後,因為遊戲 者能夠對應於想要的牌物件的配置(排列)以揮動控制器 210’所以能夠以直覺且自然的操作來決定想要的牌物件。 k個結果,遊戲者能夠容易地進行所表示的牌物件的 選擇操作。 _ 〜上述的實施形態巾’針對㈣準領域所包含的牌物件 選定為候補物件之場合加以說明。然而,候補物件的選定 I法係為任意,例如,也能夠藉由遊戲裝置300、500侧的 演算,以求取且選定被推薦作為捨牌的候補物件。 例如,不瞄準手牌上以按下控制器21〇的B按鈕214, 或者,也不使控制器21〇靜止經過一段時間,則處理控制 部370. 570係依照預定的捨牌理論,藉由邏輯以複數選定 現在手牌中所不要的牌(例如,從上算來3個牌)。 d後,與上述相同,係在遊戲畫面上合成候補物件的 34 201023951 放大影像’且物件決定部373係對應於控制器210的揮動 方向來決定規定的牌物件。 這個場合’遊戲者也能夠容易地進行所表示的牌物件 的選擇操作。In this case, the player can also determine the desired card in a wide range (cat quasi-field) to a certain extent and can be so static, so even a player who is not skilled in operating the controller 210 can be simple. Ground aiming. ... Then 'after the desired card is selected as the candidate object, since the player can correspond to the configuration (arrangement) of the desired card object to swing the controller 210', it is possible to determine the desired one with an intuitive and natural operation. Card objects. With k results, the player can easily perform the selection operation of the indicated card object. _ ~ The embodiment of the above-described embodiment is described with respect to the case where the card object included in the (4) quasi-field is selected as the candidate object. However, the selection I method of the candidate object is arbitrary. For example, it is also possible to obtain and select the candidate object recommended as the greeting card by the calculation on the side of the game devices 300 and 500. For example, instead of aiming at the B button 214 on the hand to press the controller 21〇, or not causing the controller 21 to be stationary for a period of time, the process control unit 370. 570 follows the predetermined rounding theory by logic. Select the cards that are not in the current hand in the plural (for example, 3 cards from the top). After d, in the same manner as described above, the 34 201023951 enlarged image ' of the candidate object is synthesized on the game screen, and the object determining unit 373 determines the predetermined card object in accordance with the swing direction of the controller 210. In this case, the player can easily perform the selection operation of the displayed card object.

上述的實施形態’雖然係以麻將遊戲為一例來加以說 明’但是並不受限於此’而能夠適當地適用於其他卡片遊 戲等之藉由控制器210來由所排列的物件(排列影像中)指 定任意的物件之類的遊戲。 也就是說’上述的麻將遊戲,如第5圖所示,係由將 各個牌物件以橫方向鄰接成一列所排列的排列影像當中, 指定任意的牌物件之場合來加以說明,但是此外將物件 以鄰接(彼此相鄰)排列者,也同樣能夠適用。例如,也能 夠是藉由用手攤開的扇形加以鄰接排列、或是藉由縱方向 或斜方向加以鄰接排列的撲克牌等。再者,不只一列,而 以橫跨複數列加以排列者也可以。再者,如撲克牌的神經 衰落那樣’以無秩序加賴狀場合,也㈣適當地適用。 再者,本申請案係以日本專利申請案號 作為基礎來主張践權。該作為基礎之中請案的内容係 全部併入本申請案者。 (產業上的利用可能性) 如以上說明,若依照本發明’係能夠提供一種在藉由 :向表示裝置之控制器來操作物件之遊戲裝置中,使遊戲 能夠更谷易地進仃所表示的物件的選擇操作之遊戲裝 置、物件選擇方法、資訊記錄媒艘以及程式。 35 201023951 【圖式簡單說明】 第1圖係表示關於本發明的實施形態的遊戲裝置的概 要構成之概略圖。 第2圏係用以説明控制器單元的概要之外觀圖。 第3圖係表示關於本發明的實施形態的遊戲裝置的概 要構成之方塊圖。 第4圖係表示關於本發明的實施形態的遊戲裝置的概 要構成之方塊圖。 第5圖係表不影像(遊戲晝面)的一例之概略圖。 第6A圖係用以說明有關基於控制器的位置及方向之 晦準區域的計算之概略圖。 第6B圖係用以說明計算出來的瞄準領域之概略圖。 第7A圖係用以說明候補物件的選定之概略圖。 第7B圖係用以說明候補物件的選定之概略圖。 第7C圖係用以說明候補物件的選定之概略圖。 第7D圖係用以說明候補物件的選定之概略圖。The above-described embodiment is described as an example of a mahjong game, but is not limited thereto, and can be suitably applied to other card games or the like by the controller 210. ) Specify a game like any object. In other words, the above-mentioned mahjong game, as shown in Fig. 5, is described by the case where an arbitrary card object is designated among the arranged images in which the respective card objects are arranged adjacent to each other in the horizontal direction, but the object is additionally described. It is also applicable to those that are arranged adjacent to each other (adjacent to each other). For example, it is also possible to arrange adjacently by a fan shape spread out by hand, or to arrange adjacently by a vertical direction or an oblique direction. Furthermore, it is also possible to arrange more than one column and to arrange them across a plurality of columns. Furthermore, as in the case of the nerve fading of playing cards, the situation is applied in an orderly manner, and (4) is suitably applied. Furthermore, this application claims the right to practice based on the Japanese Patent Application No. The content of the request as a basis is fully incorporated into the present application. (Industrial Applicability) As described above, according to the present invention, it is possible to provide a game device in which the game device can be operated more easily by operating the device to the controller of the display device. The game device, the object selection method, the information recording medium, and the program for selecting and operating the object. 35 201023951 [Brief Description of the Drawings] Fig. 1 is a schematic view showing a schematic configuration of a game device according to an embodiment of the present invention. The second drawing is an external view for explaining the outline of the controller unit. Fig. 3 is a block diagram showing a schematic configuration of a game device according to an embodiment of the present invention. Fig. 4 is a block diagram showing a schematic configuration of a game device according to an embodiment of the present invention. Fig. 5 is a schematic diagram showing an example of an image (game face). Fig. 6A is a schematic view for explaining calculation of a reference area based on the position and direction of the controller. Figure 6B is a schematic diagram illustrating the calculated field of aiming. Fig. 7A is a schematic view for explaining the selection of candidate objects. Fig. 7B is a schematic view for explaining the selection of candidate objects. Fig. 7C is a schematic view for explaining the selection of candidate objects. Fig. 7D is a schematic view for explaining the selection of candidate objects.

第8A圖係用以說明藉由揮動控制器來由候補物件當 中決定一個牌物件的樣子之概略圊。 W 第8B圖係用以說明藉由揮動控制器來由候補物件當 中決定一個牌物件的樣子之概略圖。 第8C圖係用以說明藉由揮動控制器的揮動來由候 物件當中決定一個牌物件的樣子之概略圖。 第9圖係表示闕於本發明的實施形態的捨牌處理的— 36 201023951 例之流程圖。 第10 A圖係用以說明瞄準標記之概略圖。 第10B圖係用以說明晦準標記被表示在牌物件上的樣 子之概略圖。 第11A圖係用以說明候補物件的放大影像之概略圖。 第11B圖係用以說明候補物件的放大影像被表示在牌 物件上的樣子之概略圖。 第11C圖係用以說明候補物件的放大影像的其他實施 例的一例之概略圖。 第12圖係表示關於本發明的其他實施形態的遊戲裝 置的概要構成之方塊圖。 37 201023951Fig. 8A is a diagram for explaining the outline of the state in which a card object is determined by the wiping controller from the candidate object. W Fig. 8B is a schematic diagram for explaining how a card object is determined by a candidate object by waving a controller. Fig. 8C is a schematic view for explaining how a card object is determined from among the objects by waving the controller. Fig. 9 is a flow chart showing an example of the hand-off processing of the embodiment of the present invention - 36 201023951. Figure 10A is a schematic diagram illustrating the aiming mark. Fig. 10B is a schematic view for explaining how the alignment mark is displayed on the card object. Fig. 11A is a schematic view for explaining an enlarged image of a candidate object. Fig. 11B is a schematic view for explaining how the enlarged image of the candidate object is displayed on the card object. Fig. 11C is a schematic view showing an example of another embodiment of an enlarged image of a candidate object. Fig. 12 is a block diagram showing a schematic configuration of a game device according to another embodiment of the present invention. 37 201023951

【主要元件符號說明】 100 資訊處理裝置 300 遊戲裝置 101 CPU 301 控制部 102 ROM 302 瞄準領域偵測部 103 RAM 303 選定部 104 介面 304 決定部 105 控制器單元 305 移動方向偵測部 106 外部記憶體 310 位置資訊取得部 107 DVD-ROM驅動器 290 顯示器 108 影像處理部 320 操作資訊取得部 109 聲音處理部 330 移動資訊取得部 110 NIC 340 影像資訊記錄部 210 控制器 350 配置資訊管理部 211 CCD相機 360 表示控制部 212 十字形按鍵 370 處理控制部 213 A按鈕 371 瞄準領域計算部 214 B按紐 372 候補物件選定部 215 各種按鈕 373 物件決定部 216 指示器 374 遊戲進行部 217 電源按鈕 500 遊戲裝置 220 感應棒 570 處理控制部 221 發光元件 571 保持時間計時部 38[Description of main component symbols] 100 information processing device 300 game device 101 CPU 301 control unit 102 ROM 302 aiming area detecting unit 103 RAM 303 selecting unit 104 interface 304 determining unit 105 controller unit 305 moving direction detecting unit 106 external memory 310 Position information acquisition unit 107 DVD-ROM drive 290 Display 108 Image processing unit 320 Operation information acquisition unit 109 Sound processing unit 330 Mobile information acquisition unit 110 NIC 340 Video information recording unit 210 Controller 350 Configuration information management unit 211 CCD camera 360 Control unit 212 Cross-shaped button 370 Process control unit 213 A button 371 Aiming field calculation unit 214 B button 372 candidate object selection unit 215 Various buttons 373 Object determination unit 216 Indicator 374 Game progress unit 217 Power button 500 Game device 220 Sensor bar 570 Process Control Unit 221 Light-emitting Element 571 Hold Time Timing Unit 38

Claims (1)

201023951 七、申請專利範圍: L 一種遊戲裝置(300),係藉由指向表示裝置之控制器 (21〇),指定任意的物件,來進行操作之遊戲裝置(編),其 特徵在於具備·· ' 表示控制部(360) ’係將複數個物件所排列的排列影 像,表示在表示畫面上; 瞎準領域㈣部(302),係偵測由該控制器(21所指示 參 的表示畫面上的瞄準領域; 選定部(303),係基於所偵測到的該瞄準領域由所表 示的該排列影像當中,選定複數個候補物件;以及 決定部(304),係對應於該控制器(21〇)的指向或姿勢的 改變,由所選定的該等候補物件當中,決定物件。 2. —種遊戲裝置(300),係由遊戲者拿著具有預定的感 測器之控制器(210),且該遊戲者將該控制器(21〇)指向表示 • 晝面,指定任意的物件來作命令處理之遊戲裝置(3〇〇),其 特徵在於具備: 表示控制部(360) ’係將可能會成為指定對象之複數個 物件所鄰接排列的排列影像,表示在表示畫面上; 瞄準領域偵測部(302),係基於該控制器(21〇)的位置及 前端的指向’來偵測由該控制器(21〇)所指示的表示畫面上 的瞄準領域; 選定部(303) ’係基於所表示的該排列影像與所偵測到 的該晦準領域之位置關係’由該排列影像當中,選定複數 39 201023951 個候補物件; 移動方向偵測部(305),係取得由該感測器所供給的資 訊’來偵測該控制器(210)的移動方向;以及 決定部(304) ’係在該等候補物件已被選定之狀態,由 該等候補物件中,決定對應於所偵測到的該移動方向而規 定的物件。 3. 如申請專利範圍第1項所述之遊戲裝置(3〇〇),其中 前述控制器(210),係配置有預定的按紐; ® 前述選定部(303)’係將在該按紐被按下的時點之該瞒 準領域所屬的該排列影像中的複數個物件,選定為候補物 件。 4. 如申請專利範圍第1項所述之遊戲裝置(3〇〇),其中 前述晦準領域偵測部(302),係在每個規定時間,依序 偵測該瞄準領域; 前述選定部(303) ’若在所依序偵測的該瞄準領域的表 φ 示影像上的位置’被保持不動經過一定時間,則將該猫準 領域所包含的該排列影像中的複數個物件,選定為候補物 件。 5. 如申請專利範圍第i項所述之遊戲裝置(3〇〇),其中 前述表示控制部(360),係將所選定的各個該等候補物 件的放大影像’對應於該排列影像來進行表示; 前述決定部(304),係對應於所表示的該放大影像中的 各個該等候補物件的排列、與該控制器(21〇)的指向的改變 方向之關係,由該等候補物件當中來決定物件。 201023951 向表示裝置之控制 之遊戲裝置(300) 6· —種物件選擇方法,係在藉由指 器(2 10)’指定任意的物件,來進行操作 中的物件選擇方法,其特徵在於: 該遊戲裝置(300)係具有控制器單元,該控制器單元係 含有晦準領域㈣部(302)、選定部⑽)、決定部(3〇4)、 表示控制部(360)及該控制器(21〇); 該物件選擇方法係包含: © 表示步驟,係前述表示控制部(360),將複數個物件所 排列的排列影像,表示在表示畫面上; 瞄準領域偵測步驟,係前述瞄準領域偵測部(3〇2),使 用前述控制器單元來偵測由該控制器(2丨〇)所指示的表示 晝面上的瞄準領域; 選定步驟,係前述選定部(303),基於所偵測到的該瞄 準領域’由所表示的該排列影像當令,選定複數個候補物 件;以及 決定步驟,係前述決定部(304),對應於該控制器(21〇) 的指向或姿勢的改變’由所選定的該等候補物件當中來決 定物件。 7, —種電腦可讀取的資訊記錄媒體,其特徵在於記錄 有可使電腦發揮下述構件的機能之程式,其中該電腦係胃 由指向表示裝置之控制器(210),指定任意的物件來加以操 作: 表示控制部(360) ’係將複數個物件所排列的排列影 201023951 像,表示在表示晝面上; 瞄準領域偵測部(302) ’係偵測由該控制器(21 〇)所指示 的表示晝面上的瞒準領域; 選定部(303 )’係基於所偵測到的該瞄準領域,由所表 示的該排列影像當中’選定複數個候補物件;以及 決定部(3 04),係對應於該控制器(21〇)的指向或姿勢的 改變,由所選定的該等候補物件當中,決定物件。 8. 一種程式,其特徵在於可使電腦發揮下述構件的機 能’其中該電腦係藉由指向表示裝置之控制器(21 〇 ),指定 任意的物件來加以操作: 表示控制部(360),係將複數個物件所排列的排列影 像,表示在表示晝面上; 瞄準領域偵測部(302),係偵測由該控制器(21 〇)所指示 的表示畫面上的瞄準領域; 選定部(3 03 )’係基於所偵測到的該瞄準領域,由所表 φ 示的該排列影像當中’選定複數個候補物件;以及 決定部(304)’係對應於該控制器(210)的指向或姿勢的 改變,由所選定的該等候補物件當,中決定物件。 42201023951 VII. Patent application scope: L A game device (300) is a game device (editor) that is operated by pointing to a controller (21〇) of a pointing device and designating an arbitrary object, and is characterized in that it has ' indicates that the control unit (360)' is an array of images in which a plurality of objects are arranged, and is displayed on the display screen; the reference field (4) (302) is detected by the controller (the indication screen indicated by the parameter 21) The targeting unit (303) selects a plurality of candidate objects from the displayed image based on the detected targeting field; and the determining unit (304) corresponds to the controller (21) The change of the pointing or posture of the ,) determines the object from among the selected waiting objects. 2. The game device (300) is held by the player with a controller (210) having a predetermined sensor. And the player points the controller (21〇) to the game device (3〇〇) that specifies an arbitrary object to be commanded, and is characterized in that: the control unit (360) is included It may be an arrangement image of a plurality of objects adjacent to the specified object, which is displayed on the display screen; the aiming field detection unit (302) detects based on the position of the controller (21〇) and the pointing of the front end. The pointing area indicated on the screen indicated by the controller (21〇); the selecting unit (303)' is based on the positional relationship between the displayed arranged image and the detected target field. Among them, a plurality of 39 201023951 candidate objects are selected; a moving direction detecting unit (305) obtains information transmitted by the sensor to detect a moving direction of the controller (210); and a determining unit (304) 'In the state in which the waiting for the to-be-finished item has been selected, the object specified in the waiting object corresponding to the detected moving direction is determined. 3. The game device according to claim 1 (3〇〇), wherein the controller (210) is configured with a predetermined button; the selected portion (303) is the one to which the target field belongs when the button is pressed. Shadow The plurality of objects in the middle are selected as candidate objects. 4. The game device (3〇〇) according to claim 1, wherein the aforementioned field detection unit (302) is at each predetermined time. Detecting the aiming field sequentially; the selected portion (303) 'If the position on the image of the aiming field in the sequentially detected image is 'moved' for a certain period of time, the cat quasi field is included The plurality of objects in the array of images are selected as candidate objects. 5. The game device (3) according to claim i, wherein the aforementioned control unit (360) is selected The enlarged image 'the waiting for the complement' is displayed corresponding to the arranged image; the determining unit (304) corresponds to the arrangement of each of the waiting objects in the enlarged image, and the controller (21〇) The relationship of the direction of change of the pointing, the object is determined by the waiting for the complement. 201023951 The game device (300) for controlling the device is selected as an object selection method by specifying an arbitrary object by the finger (2 10)', and is characterized in that: The game device (300) has a controller unit including a component (4) (302), a selection (10), a determination unit (3), a control unit (360), and the controller ( 21〇); The object selection method includes: a step indicating that the control unit (360) indicates that the array of images arranged by the plurality of objects is displayed on the display screen; and the aiming field detecting step is the aforementioned aiming field. The detecting unit (3〇2) uses the controller unit to detect the aiming area indicated by the controller (2丨〇) on the display surface; the selecting step is the selected part (303), based on the The detected aiming field 'selects a plurality of candidate objects from the displayed image sequence; and the determining step is the determining portion (304) corresponding to the pointing or posture of the controller (21〇) Change 'by the selected object such candidates to decide among objects. 7. A computer-readable information recording medium characterized by recording a program for causing a computer to function as a controller (210) pointing to a pointing device, specifying an arbitrary object. To operate: The control unit (360) is the image of the arrangement of the 201023951 image of the plurality of objects, which is displayed on the display surface; the aiming area detection unit (302) is detected by the controller (21 〇 The indicated indication area (303) is based on the detected aiming area, and the selected plurality of candidate objects are selected from the displayed image; and the determining unit (3) 04), corresponding to the change of the pointing or posture of the controller (21〇), the object is determined from among the selected waiting objects. 8. A program characterized by enabling a computer to function as a component of a computer that is operated by a controller (21 〇) pointing to a display device to designate an arbitrary object: a control unit (360), The image of the arrangement in which the plurality of objects are arranged is displayed on the display surface; the aiming area detection unit (302) detects the aiming field on the display screen indicated by the controller (21 〇); (3 03 ) 'based on the detected aiming area, the selected plurality of candidate objects in the arranged image indicated by the table φ; and the determining unit (304)' corresponding to the controller (210) The change in pointing or posture determines the object from the selected waiting object. 42
TW098129738A 2008-09-10 2009-09-03 Game device, method for selecting object, information recording medium, and program TWI396577B (en)

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